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Just briefly. Because the whole Super Mario Brothers thing is huge. See, back in the day, bits were the equivalent of frame rates today.

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But 17 years later, bit games were basically ancient.

Those are the ticking time-bomb traps. Sometimes, you miss one.

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Now, notice that Dark Souls only deals with the first and last part of traps. If it was an exceptionally GOOD reaction, give them a bonus to avoid the trap. Or harm. So, forgive the abrupt transition.

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Searching Everywhere is Boring! Try to come up with a definition of a trap that pretty much encompasses them all and manages to be useful.

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Or dealt with it. The trap just rolls an attack roll or you roll a saving throw and then terrible things happen? A trap is basically an automated attack against a target that is triggered by the target doing a particular thing. Just briefly.

It was basically just inside the door. And they are triggered by pressure plates in the floor. If the party discovers the trap.

For example, imagine you have a dungeon that contains traps. Well, not really cheating.

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And so, most people who were playing Super Mario World in were playing it on emulators. You see how all of this works? By the same token, most GMs also feel that traps should give the PCs experience points. Other times, I will place a trap in a place where I know they can survive the trap and retreat if need be.

The same is true for the mimics.

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Those are the equivalent of a password system. First, there are these arrow traps. After that, they should be placed where ggo are increasingly difficult to deal with. See, back in the day, bits were the equivalent of frame rates today. And yet, because of the genre and because of Indiana Jones, GMs use traps all the time. Try to come up with a definition of a trap that pretty much encompasses them all and manages to be useful.

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The point is to make searching costly so that players will try to do it only when its smart. Its detailed and its boring. It involves going carefully over details. Now, these older games were not deed for that crap. Some GMs ignore that.

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Second, it has an effect. Either way, this extra little CLICK rule gives the players just the smallest feeling of agency after the trap goes off. And then you want another layer of detail that gives a more specific answer and makes it really easy to guess where the traps are. But they will probably be nervous about walking between ANY pairs of statues for a while.

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The second strategy is to search absolutely everything that could reasonably be trapped. And they are triggered by pressure plates in the floor. Now, notice that Dark Souls only deals with the first and last part of traps. Now, the rules that govern this are kind of vague.