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Today I'll be talking about how a GM can make detecting and disarming traps more interesting in-game. I won't be using so many examples from the Indiana Jones movies this time around, because I can only think of one time Indy makes a Disable Device check. When he is approaching the Breath of God trap in Last Crusade, he ducks, grabs a rope, and hooks it onto a spinning wheel, causing the trap to grind to a halt.
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| Paramount Pictures |
I've noticed that in my games, both as a player and as a GM, traps are not always well integrated into the play experience. A typical trap encounter might go something like this:
Rogue: I open the chest! Wait, first I should check for traps.
GM: Roll for it.
Rogue: *rolling* 13... so that's a... 27 all together.
GM: Alright, you're pretty sure that if you open the chest it will stick you with a poisoned needle.
Rogue: *rolling* I got a... 31 to disarm.
GM: Wow. Okay, you stick your thieves' tools in there and disarm it.That's a pretty boring interaction. Most of it is just calling out numbers, which is not something the in-game character would even be aware of. This is a failing on my (the GM's) part. When I include a trap encounter, I need to set it up through description. To do that, we'll need to delve deeper:





