<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: What&#8217;s a Dungeon without Random Traps</title>
	<atom:link href="http://worldofalidor.com/4th-ed/2009/05/19/whats-a-dungeon-without-random-traps/feed/" rel="self" type="application/rss+xml" />
	<link>http://worldofalidor.com/4th-ed/2009/05/19/whats-a-dungeon-without-random-traps/</link>
	<description>A RPG FANTASY WORLD BLOG</description>
	<lastBuildDate>Fri, 09 Dec 2011 02:39:48 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: shent_lodge</title>
		<link>http://worldofalidor.com/4th-ed/2009/05/19/whats-a-dungeon-without-random-traps/comment-page-1/#comment-393</link>
		<dc:creator>shent_lodge</dc:creator>
		<pubDate>Mon, 25 May 2009 17:36:26 +0000</pubDate>
		<guid isPermaLink="false">http://worldofalidor.com/4th-ed/?p=1126#comment-393</guid>
		<description>@Scott You are right about using random traps without thought; that would be bad. My example represents how I could use the random trap table to interact with the players when the game advanced beyond the scope of the written dungeon. In my home game, because it follows a player driven story line, this happens often. The random tables kept the play going and helped bring fresh ideas into the game. And yes sometimes the results were nonsensical, but it is a fantasy game, and sometimes those odd ball random results ended up in a brand new plot arc or a least some chuckles from the players.

I really liked the random tables in earlier versions D&amp;D, because they were useful for building a dungeon without too much effort (and without a computer). For eight years under 3e, I had to come up with dungeons for my players and honestly I am not that creative, so those random tables really helped to inspire me. My solution is to keep the old rule books handy and adapt the results to 4e. I also will look to other resources like Jeff&#039;s little book.</description>
		<content:encoded><![CDATA[<p>@Scott You are right about using random traps without thought; that would be bad. My example represents how I could use the random trap table to interact with the players when the game advanced beyond the scope of the written dungeon. In my home game, because it follows a player driven story line, this happens often. The random tables kept the play going and helped bring fresh ideas into the game. And yes sometimes the results were nonsensical, but it is a fantasy game, and sometimes those odd ball random results ended up in a brand new plot arc or a least some chuckles from the players.</p>
<p>I really liked the random tables in earlier versions D&amp;D, because they were useful for building a dungeon without too much effort (and without a computer). For eight years under 3e, I had to come up with dungeons for my players and honestly I am not that creative, so those random tables really helped to inspire me. My solution is to keep the old rule books handy and adapt the results to 4e. I also will look to other resources like Jeff&#8217;s little book.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Scott</title>
		<link>http://worldofalidor.com/4th-ed/2009/05/19/whats-a-dungeon-without-random-traps/comment-page-1/#comment-391</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Mon, 25 May 2009 13:05:32 +0000</pubDate>
		<guid isPermaLink="false">http://worldofalidor.com/4th-ed/?p=1126#comment-391</guid>
		<description>See, I have to disagree... why randomly place traps?  It doesn&#039;t make sense.

From the in-game perspective, any trap in the place will have been put there by either the original builder or the later residents for some purpose.  It will not be random.  It will be put somewhere the trapmaker wants to keep others out of or away from.  It won&#039;t be somewhere the trapmaker and his/her/its friends need to frequently travel, unless it&#039;s a magical trap that can be &quot;keyed&quot; to not function against them.

From the out-of-game perspective, if you&#039;re designing a dungeon, isn&#039;t setting down traps a part of that?  Why on earth would you let it go until the party is actually inside and then leave it to the fall of the dice?

From the system perspective, 4e made a conscious choice to make traps less &quot;wandering damage table&quot; and more an actual part of an encounter, so random traps don&#039;t really fit its philosophy.  That said, there&#039;s nothing preventing anyone from working up their own table to whatever standards work for them, if they so desire.</description>
		<content:encoded><![CDATA[<p>See, I have to disagree&#8230; why randomly place traps?  It doesn&#8217;t make sense.</p>
<p>From the in-game perspective, any trap in the place will have been put there by either the original builder or the later residents for some purpose.  It will not be random.  It will be put somewhere the trapmaker wants to keep others out of or away from.  It won&#8217;t be somewhere the trapmaker and his/her/its friends need to frequently travel, unless it&#8217;s a magical trap that can be &#8220;keyed&#8221; to not function against them.</p>
<p>From the out-of-game perspective, if you&#8217;re designing a dungeon, isn&#8217;t setting down traps a part of that?  Why on earth would you let it go until the party is actually inside and then leave it to the fall of the dice?</p>
<p>From the system perspective, 4e made a conscious choice to make traps less &#8220;wandering damage table&#8221; and more an actual part of an encounter, so random traps don&#8217;t really fit its philosophy.  That said, there&#8217;s nothing preventing anyone from working up their own table to whatever standards work for them, if they so desire.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mike</title>
		<link>http://worldofalidor.com/4th-ed/2009/05/19/whats-a-dungeon-without-random-traps/comment-page-1/#comment-386</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Tue, 19 May 2009 19:35:16 +0000</pubDate>
		<guid isPermaLink="false">http://worldofalidor.com/4th-ed/?p=1126#comment-386</guid>
		<description>I love Asmor&#039;s random treasure table. Great stuff.</description>
		<content:encoded><![CDATA[<p>I love Asmor&#8217;s random treasure table. Great stuff.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

