Tuesday, July 2, 2019

Traps and Thieves solo

There is an oft-repeated ruling that every character has a 1-in-6 chance of detecting a trap in a 10'x10' area if they spend a turn searching for one. This ruling exists only in the Moldvay Basic set, and not in BECMI or AD&D. The closest I can find is in volume III of OD&D Underworld and Wilderness Adventures: "Traps are usually sprung by a roll of a 1 or a 2 when any character passes over or by them. Pits will open in the same manner".

 To me this means that there is a chance that the trap will be triggered, not that it will be found. Managing traps while playing solo is actually quite tricky, since it seems very silly to have your characters rush headlong into a trap you have placed yourself. However, using the guidance from OD&D, its possible to manage traps independently of DM/Player metaknowledge with a new procedure:

For every room that has a trap in it, if the players pass through the room, a trap will be sprung on a roll of 1 or 2 on a six-sided die.

This seems a fair method to me and saves me from either triggering every trap automatically when my characters move into it, or avoiding them all completely.  A Thief character can use his class skill to detect a trap beforehand and the Cleric could cast a Find Trap spell, while the Fighter and Magic-User would be the helpless victims of fate.  Unfortunately this method encourages "roll play" instead of "role play". Finding traps, deducing their nature and avoiding or overcoming them is one of the most inventive and engrossing parts of live D&D play, and that element is completely removed in solo play.  Unfortunately in this manner D&D turns from a game about ingenuity and imagination into one of probability and statistics.

A similar procedure exists in B2: Keep on the Borderlands for falling into a pit trap, where PCs in the front rank will fall in on a 1-2 on d6, and PCs in the second rank will fall in on a roll of 1.

The random dungeon generator in AD&D also provides options for pit traps and the like, but in that case pits are sprung on a chance of 3-6. Arrow traps and spear walls do instant damage, 1-3 per missile, while poison, gas, acid and the like force a saving throw. All of these traps, if not found by a Thief, would be sprung automatically, making AD&D more deadly than the earlier systems.

Perhaps a middle ground can be reached where after the trap is detected, overcoming it is an exercise in spending equipment and PC abilities to disable or avoid it.  The only other option would be to borrow D&D 4e/5e's "Perception" checks.

Locked chests are easier to handle. Depending on the size of the chest and the strength of its construction, a Fighter can force it open with either a Lift Gates or Bend Bars attempt. Magic-Users have an infamously easy "Knock" spell, and the Thief can use his class skill.

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