I need some traps and or puzzles that my players can encounter in the next few games. I need something like puzzles they have to solve or some traps that they have to escape.
Traps and puzzles don't really work well in a vacuum - they need to relate to where you're placing them in a dungeon or complex, and why they're there.
Are the Characters tromping around in the secret catacombs under a bank? Then alarms, sleep traps, complex numerical puzzles acting as security gateways, expensive golem & construct guards - these make sense here. In a lost temple of a water god? water traps, sub-oceanic tunnels far longer than the Characters could hope to hold their breath - these make sense here. Orc lair in a cavern? Deadfall traps, and alarms seem thematically consistent with that environment.
So, what you need, depends on where you need it. Otherwise, you can just Google generic trap designs and plot them any old where in your dungeon - but you run a high risk of Players feeling that traps whose nature and placement don't make sense are unfair, since they can't reasonably try and predict where they are to avoid them, and which point they just become "hah! I stole your HP" screw-jobs from the GM.
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Matthew Colville, "Running The Game" Series has a good video on Traps that is worth looking at https://www.youtube.com/watch?v=Fwj9M4qVafE as you plan on Traps in your game.
I need some traps and or puzzles that my players can encounter in the next few games. I need something like puzzles they have to solve or some traps that they have to escape.
There's a button called "search" ..
playing since 1986
Traps and puzzles don't really work well in a vacuum - they need to relate to where you're placing them in a dungeon or complex, and why they're there.
Are the Characters tromping around in the secret catacombs under a bank? Then alarms, sleep traps, complex numerical puzzles acting as security gateways, expensive golem & construct guards - these make sense here. In a lost temple of a water god? water traps, sub-oceanic tunnels far longer than the Characters could hope to hold their breath - these make sense here. Orc lair in a cavern? Deadfall traps, and alarms seem thematically consistent with that environment.
So, what you need, depends on where you need it. Otherwise, you can just Google generic trap designs and plot them any old where in your dungeon - but you run a high risk of Players feeling that traps whose nature and placement don't make sense are unfair, since they can't reasonably try and predict where they are to avoid them, and which point they just become "hah! I stole your HP" screw-jobs from the GM.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
Matthew Colville, "Running The Game" Series has a good video on Traps that is worth looking at https://www.youtube.com/watch?v=Fwj9M4qVafE as you plan on Traps in your game.