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I think @nitsua60 has a pretty good point there with the idea that things should be discussed with everyone.

However, I've had groups where we discussed things and decided to say "F* disarming, lets send the tank down the hall and consequences be damned" (or for one party, summoned monkeys. Poor monkeys.)

If you personally dislike that behavior and don't want to reward it, alarming, disabling and imprisoning traps are good options.

A fourth option that isn't used a lot is loot destruction. Your players might not like it a whole lot, but set some traps that result in them directly losing loot and they'll care a lot more. They set off the temple alarm? Okay, the treasury guards just took all the extra magic items and fled. Your party just lost 60% of the best loot they could've gotten. If they miss out on that fact, you can 'accidentally' lament the fact that they missed the coolest stuff when doing a post run recap, or wait until the after session socializing starts to talk about it.

Traps that require the party to use more consumables (in my experience) result in a night of players talking about how to overcome similar things without consumables in the future.

Traps that result in loot lost forever cause weeks of remorse and discussion on how to get all the loot in the future. Even if the items lost are ones you wouldn't ever use in the first place.

I think @nitsua60 has a pretty good point there with the idea that things should be discussed with everyone.

However, I've had groups where we discussed things and decided to say "F* disarming, lets send the tank down the hall and consequences be damned"

If you personally dislike that behavior and don't want to reward it, alarming, disabling and imprisoning traps are good options.

A fourth option that isn't used a lot is loot destruction. Your players might not like it a whole lot, but set some traps that result in them directly losing loot and they'll care a lot more. They set off the temple alarm? Okay, the treasury guards just took all the extra magic items and fled. Your party just lost 60% of the best loot they could've gotten. If they miss out on that fact, you can 'accidentally' lament the fact that they missed the coolest stuff when doing a post run recap, or wait until the after session socializing starts to talk about it.

Traps that require the party to use more consumables (in my experience) result in a night of players talking about how to overcome similar things without consumables in the future.

Traps that result in loot lost forever cause weeks of remorse and discussion on how to get all the loot in the future. Even if the items lost are ones you wouldn't ever use in the first place.

I think @nitsua60 has a pretty good point there with the idea that things should be discussed with everyone.

However, I've had groups where we discussed things and decided to say "F* disarming, lets send the tank down the hall and consequences be damned" (or for one party, summoned monkeys. Poor monkeys.)

If you personally dislike that behavior and don't want to reward it, alarming, disabling and imprisoning traps are good options.

A fourth option that isn't used a lot is loot destruction. Your players might not like it a whole lot, but set some traps that result in them directly losing loot and they'll care a lot more. They set off the temple alarm? Okay, the treasury guards just took all the extra magic items and fled. Your party just lost 60% of the best loot they could've gotten. If they miss out on that fact, you can 'accidentally' lament the fact that they missed the coolest stuff when doing a post run recap, or wait until the after session socializing starts to talk about it.

Traps that require the party to use more consumables (in my experience) result in a night of players talking about how to overcome similar things without consumables in the future.

Traps that result in loot lost forever cause weeks of remorse and discussion on how to get all the loot in the future. Even if the items lost are ones you wouldn't ever use in the first place.

Source Link
Pork
  • 628
  • 3
  • 7

I think @nitsua60 has a pretty good point there with the idea that things should be discussed with everyone.

However, I've had groups where we discussed things and decided to say "F* disarming, lets send the tank down the hall and consequences be damned"

If you personally dislike that behavior and don't want to reward it, alarming, disabling and imprisoning traps are good options.

A fourth option that isn't used a lot is loot destruction. Your players might not like it a whole lot, but set some traps that result in them directly losing loot and they'll care a lot more. They set off the temple alarm? Okay, the treasury guards just took all the extra magic items and fled. Your party just lost 60% of the best loot they could've gotten. If they miss out on that fact, you can 'accidentally' lament the fact that they missed the coolest stuff when doing a post run recap, or wait until the after session socializing starts to talk about it.

Traps that require the party to use more consumables (in my experience) result in a night of players talking about how to overcome similar things without consumables in the future.

Traps that result in loot lost forever cause weeks of remorse and discussion on how to get all the loot in the future. Even if the items lost are ones you wouldn't ever use in the first place.