Reece's Slightly More Interesting Arrow Trap
Quick Overview: When designing traps, there are a few principles I like to stick to: Avoid the HP tax A trap that just triggers and deals damage is boring. Damage can be one possible outcome, but if there’s no way to detect or anticipate the trap beforehand, it feels unfair. I want traps to engage players, not punish them arbitrarily. Telegraph the trap Players should have a chance to suspect a trap and actively work to avoid or disarm it. Surprising players with an instant, unavoidable death or injury isn’t satisfying. I prefer giving subtle hints that allow them to deduce the danger and respond accordingly. This is why I find traditional arrow traps a bit dull. They often boil down to players endlessly searching for pressure plates, which can slow down gameplay. Even if you leave clues like holes in walls or shattered arrows it’s often too simplistic to solve or avoid. Reece's Slightly More Interesting Arrow Trap. Here’s my take on an arrow trap. Not currently in my dungeon but ...