![]() They dig a little deeper into traps, showing us what lies behind those DCs. They’re often relegated to a binary state of either readiness or having fired, never cycling back and forth, or changing. They provide a puzzle to think through, and a reward for paying attention to your surroundings–or a consequence for not.īut too often, dealing with a trap come down to making a perception (or investigation, depending) check or possibly a Dex save, and that’s it. ![]() They bridge the gap between exploration and combat. Whether a humble pit trap, or a hallway full of implausibly functional scything blades that were built a hundred years ago by a society that prided its temple decor for both ostentatiousness and lethality the humble trap holds a place in the annals of D&D. The unsung hero, or villain, depending, of many an adventure. Traps are an important part of any adventure, here’s how the Xanathar builds them.
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