"The original trap rules, which I designed so I can freely criticise them." Love the smile on his face as he just casually goes, yeah we fucked up but this time we got it.
These are the kinds of traps I put into my campaign -- puzzles to solve, not just skill checks to make. My players enjoyed them very much when they were clever.
I'm picturing the dimension door teleports the boulder from the bottom of the hill to the top, so if you go through the door after the boulder then you'll be at the top and the boulder will be rolling down. Unless I'm not picturing it right.
Thank you for the Videos GEnts. Very Helpful. Requesting videos describing The City of Waterdeep, SkullPort and Undermountain. Neverwinter, Helm Hold and Baulder's Gate Candle keep. And a forgotten Realms time line up to the events of Phandelver in the D&D starters kit.
I once had a trap set up that was a classic hallway with poison darts to be avoided, and at the end of the hall was a door, but the door itself didn’t function. Instead, when you touched the door’s handle, you were teleported to the bottom of a lake in the next area. So even if you missed all the poison darts, you basically immediately started drowning.
I think that traps should vary from dungeon to dungeon. If it is, say, an ancient temple where is kept the legendary artefact needed to destroy the BBEG, it would make more sense to have it peppered with puzzle- like traps or prove-yourself challenges, to ensure that only the worthy may access to said artifact. the lair of the BBEG? sprinkle liberally your worst Vietnam- inspired traps! the BBEG wants either to get rid of pesky adventurers or to weaken them enough that he can then destroy them with ease...