I was first drawn to this channel because it was B/X related but I now like it due to the friendly, positive manner in which it is delivered. No bad words, no one saying "cool" phrases and words for extra likes or whatever. Thank you Daniel .
I run a Star Wars game and one of my favorite "traps" is just a simple camera. If they see it in time then they aren't in the field of view but if they miss it then things suddenly get more difficult "for some reason". Of course a magical sensor in DnD implies a higher level of threat than a camera in sci-fi but it's still non-lethal.
Mirrors are fun. You see somebody down the hallway. I run towards him. He starts running towards you. I swing my sword at him. He's swinging his sword at you... Crash!
Always enjoy your videos. You always just give nice advice, and never berate the viewer for having bad wrong fun. Better the leave with full of new ideas, then feelings of not being good enough to GM.
So after stepping in a trapped floorboard, the character now finds a magical cowbell attached to the ankle or tar slathered on their leg. A one shot Home Alone holiday session just wrote itself.
Paralysing poison/magic is a good, and occasionally very fun option for traps. A series of saving throws as paralysis kicks in can leave a player feeling like they narrowly escaped death and effects can be anything from a single limb to whole body, lasting minutes or hours. Throw in the chance of a few wandering monsters and the party can be faced with some tricky decisions- eg do we save the loot or the thief?
A great video. I have often used traps to expend resources, so a good call on that one. Spending time clearing a collapsed ceiling, or finding away around a blocked passage is a great way to make traps/hazards count. Another great non-lethal trap is the alarm trap. A trap that alerts the dungeon to their presence or even just specific sections of the dungeon is a way to make the trap itself non-lethal, but still have some stakes. Another good call on "marker" traps. I have used a number of different types of markers besides scent. These markers can be magical or mundane and generally tap into some sensory element. They might be obvious, like a stinking goo, bucket of animal urine, or catoblepas musk. or they could be secret like a marker dye that makes them stick out in darkness or maybe even something that makes them radiate light. They may see this as an advantage (no torch needed) but then it may become a hindrance.
My traps tend to be alarms or some method that the inhabitants use for defense such as blocking off a door which forces the party to find another (maybe more dangerous) way around. These include collapsible ceilings, portcullices, flooding rooms or the like.
Whenever I watch your videos, I always end up really wanting to play BX or OSE style games. I want to explore those worlds. I'm constantly inspired, thank you!
I dig this! I've been thinking about ways to supplant death as a consequence of damage myself, and I've used the "sunder your shield" instead of taking a hit, table rule. Nethack is an old roguelike video game based on AD&D. It has hindrance traps that are squeaky boards that attract monsters and water traps that rust equipment. There are traps that drain spells, and traps that teleport you to random locations either in the same level or possibly lower levels. Web traps produces the spell like effect. A pit takes time to exit, and bear traps reduces mobility along with damage. Some pits will dump you on a lower level, which can hurt worse than the fall. I always look forward to your videos!
Thanks for another very useful video Daniel. I enjoy both your content and your delivery. Crusty , Rusty and Dusty DM continues to be encouraged to think in a different way.
Have not played since before I could drive and that was B/X, never had opportunity to DM, but I am tinkering with what survives of my original stuff and pdfs of the rest. Your channel earned a subscribe easily, many great thought exercises and insights into a game that I have no real experience in today but still has a lot of great playability. 👍
Great video. I really like the idea of traps being a general player resource tax and not just an HP tax. I try my best to telegraph traps so players can treat them more like a problem to solve, but the nature of the game means that sometimes things just don’t translate well between the DM and party. Your approach seems more “fair” to me.
I'm getting ready to DM a Holmes/Moldova Basic game with some friends soon, and I'm really finding your cache to be informative, inspiring and enjoyable. I realize how much we were led astray in the 80s by such a glut of rules, and I find freedom in 'less'. From this video, I've just decided to replace a 'newbie killer' in Caves of Chaos with a latrine trap, which is disgusting but allows the kobold to know you're coming! Also I've been creating minor magic items that give some small bonus (Flagon of All: fills with any alcoholic beverage you wish!) --and your wand/familiar concept puts definition into an idea I've had for years! Thank you so much!
Bandit's Keep should have a million views easy! To me, Daniel, the way you look at D&D is so similar to how I do, when I listen it's like hearing the calm voice in my head explain D&D to people, I'm always nodding along without realizing it
I like it! I've never really been a player in an OSR game, but I kind of hate stat and sense penalties in other games. I think the reason is that the way I've seen them used is that they punish your dice rolling. There's this sense of your luck getting worse that I don't enjoy. I think that your approach would actually work, since in an old school game, you can always try to figure out ways to make the best of your situation -- like your example of the ankle injury shows. Non-RAW healing is a great idea.
One of my favorite shows to watch while tinkering on my own game design. Especially love the adventure design series and looking forward to more. I’d love to talk shop some time with you. Keep up the great work!
Another great video. I usually don't leave comments, but I subscribed to your channel awhile ago because you make thoughtful content for adding depth to any rpg. Also, I love the art on the thumbnails! Great points on using traps. Besides using traps for their general purposes, I also like to use traps to reveal something important or to tempt players into voluntarily entering the actual trap. (None of these are original ideas by me, just things that go with my particular preferences as a DM). Using the open pit trap for example: I might have a secret door in the open pit trap that leads to somewhere crucial or a lower level, a skeleton clutching a rotted journal that contains a key or item hidden inside that the players will need later, or several skeletons with one clasping a sword with a jeweled pommel that is undamaged and pristine (unlike the rest of the rotted gear) that baits the players into being attacked by the skeletons or (more likely) a hidden monster.
I use issues of sensory depravation as a cost on ability scores that will be needed for other more dangerous challenges. I’m working with the idea that springing a trap causes no damage but having to avoid traps causes minor injuries that reduce ability scores. Again ability scores as a resource.
i love your channel. i'm dming 5e atm, but i like hearing the os/osr perspective on things like traps, puzzles, riddles, etc. 5e has its strengths, but from what i've read, it doesn't offer DMs many examples of these things, much less how to telegraph them.
Pit traps are my absolute favorite. Try the whole Temple of Doom style boulder chase...players only safe way around, jump into a pit trap. Or my absolutely abused set up....normal pit trap, 30ft wide by 30ft deep. Filled with water, which will be murky as hell...good. Based on the whole 5 foot space rules, put 4 to 5 zombies chained to each other in the pits. Then, build a small but semi-sturdy bridge over said bridge but have some of the wood be rotted and weak. Your armored players will break the boards and down they go
I would love to see a video discussing the turn undead feature of clerics and paladins. Like how that worked in b/x and other OSR games. Also some flavor ideas for it would be cool.
Great video. Some great tips , as someone who has accidentally killed first level PCs. Just wanted to point out visual perspective tricks shouldnt work because of darkness; the PCs can’t see 300ft to be tricked
Love your channel for cool ideas, but it’s amazing how much channels like yours dedicate whole videos to compensating for the outmoded D&D rules, instead of just playing innovated newer games, like Forbidden Lands.
Daniel, what band is this t-shirt you're wearing from? I know it's a band I like, I've seen it before, but I can't, for the life of me, remember where it's from. It's driving me nuts, please tell me! lol
I personally don't like riddles, they are just a little too railroady for me. The solution you presented is not bad, but I think I will leave them out of my games still. After all, I usually don't have any dungeon crawls anyway in my games.
I’ve done riddles in a way that there could be multiple solutions. Not a spoken answer, but a riddle that prompts actions. As long as the players do something that reasonably fulfills the riddle’s requirements, that solution works. I had one about clockwise and counterclockwise. My idea was something with the key in the door, but the players thought of walking around the room in the right way. So sure, that works! I don’t use them often, but when I do that’s the approach my players have enjoyed.
@@BanditsKeep I didn’t say all or even most dungeons should have traps. I said players should always assume going into a dungeon that it IS loaded with traps. If that’s there expectation then they play smart and bury less PCs.
I was first drawn to this channel because it was B/X related but I now like it due to the friendly, positive manner in which it is delivered. No bad words, no one saying "cool" phrases and words for extra likes or whatever. Thank you Daniel .
Well said!
😊
For sure, I agree! Daniel’s a class act in terms of keeping it friendly and positive.
I agree completely!
Dope!
I run a Star Wars game and one of my favorite "traps" is just a simple camera. If they see it in time then they aren't in the field of view but if they miss it then things suddenly get more difficult "for some reason".
Of course a magical sensor in DnD implies a higher level of threat than a camera in sci-fi but it's still non-lethal.
That’s a great idea!
I love that idea and will use it.
Yours is one of the most underrated d&d channels. Thank you for your well thought out advice and your welcoming tone/manner.
Thank You!
I agree
He's like the new Jon Scott!
Mirrors are fun.
You see somebody down the hallway.
I run towards him.
He starts running towards you.
I swing my sword at him.
He's swinging his sword at you...
Crash!
Nice!
Theres a pit trap on the other side with a slide at the bottom.
Always enjoy your videos. You always just give nice advice, and never berate the viewer for having bad wrong fun. Better the leave with full of new ideas, then feelings of not being good enough to GM.
For sure, thanks!
So after stepping in a trapped floorboard, the character now finds a magical cowbell attached to the ankle or tar slathered on their leg. A one shot Home Alone holiday session just wrote itself.
Ha ha amazing
And the main bad "guy" is a CE Child obsessed with sadism.
Paralysing poison/magic is a good, and occasionally very fun option for traps. A series of saving throws as paralysis kicks in can leave a player feeling like they narrowly escaped death and effects can be anything from a single limb to whole body, lasting minutes or hours. Throw in the chance of a few wandering monsters and the party can be faced with some tricky decisions- eg do we save the loot or the thief?
Well we are here FOR the loot.
The loot of course. You can always pick up a new thief (one that doesn't need saving) in the next town.
I'm terrible about not using traps. I needed this video. Thanks
Awesome
A great video. I have often used traps to expend resources, so a good call on that one. Spending time clearing a collapsed ceiling, or finding away around a blocked passage is a great way to make traps/hazards count. Another great non-lethal trap is the alarm trap. A trap that alerts the dungeon to their presence or even just specific sections of the dungeon is a way to make the trap itself non-lethal, but still have some stakes.
Another good call on "marker" traps. I have used a number of different types of markers besides scent. These markers can be magical or mundane and generally tap into some sensory element. They might be obvious, like a stinking goo, bucket of animal urine, or catoblepas musk. or they could be secret like a marker dye that makes them stick out in darkness or maybe even something that makes them radiate light. They may see this as an advantage (no torch needed) but then it may become a hindrance.
My traps tend to be alarms or some method that the inhabitants use for defense such as blocking off a door which forces the party to find another (maybe more dangerous) way around. These include collapsible ceilings, portcullices, flooding rooms or the like.
Awesome
GREAT advice Daniel, and wonderful delivery as well.
Thank You!
Whenever I watch your videos, I always end up really wanting to play BX or OSE style games. I want to explore those worlds. I'm constantly inspired, thank you!
Awesome
I dig this! I've been thinking about ways to supplant death as a consequence of damage myself, and I've used the "sunder your shield" instead of taking a hit, table rule. Nethack is an old roguelike video game based on AD&D. It has hindrance traps that are squeaky boards that attract monsters and water traps that rust equipment. There are traps that drain spells, and traps that teleport you to random locations either in the same level or possibly lower levels. Web traps produces the spell like effect. A pit takes time to exit, and bear traps reduces mobility along with damage. Some pits will dump you on a lower level, which can hurt worse than the fall. I always look forward to your videos!
That sounds awesome!
Thanks for another very useful video Daniel.
I enjoy both your content and your delivery.
Crusty , Rusty and Dusty DM continues to be encouraged to think in a different way.
🙏🏻🙏🏻
Have not played since before I could drive and that was B/X, never had opportunity to DM, but I am tinkering with what survives of my original stuff and pdfs of the rest. Your channel earned a subscribe easily, many great thought exercises and insights into a game that I have no real experience in today but still has a lot of great playability. 👍
Thank You!
Great video. I really like the idea of traps being a general player resource tax and not just an HP tax. I try my best to telegraph traps so players can treat them more like a problem to solve, but the nature of the game means that sometimes things just don’t translate well between the DM and party. Your approach seems more “fair” to me.
For sure
These are great! I love that these traps can be troublesome regardless of your level.
For sure
I'm getting ready to DM a Holmes/Moldova Basic game with some friends soon, and I'm really finding your cache to be informative, inspiring and enjoyable. I realize how much we were led astray in the 80s by such a glut of rules, and I find freedom in 'less'.
From this video, I've just decided to replace a 'newbie killer' in Caves of Chaos with a latrine trap, which is disgusting but allows the kobold to know you're coming! Also I've been creating minor magic items that give some small bonus (Flagon of All: fills with any alcoholic beverage you wish!) --and your wand/familiar concept puts definition into an idea I've had for years!
Thank you so much!
Awesome
Bandit's Keep should have a million views easy! To me, Daniel, the way you look at D&D is so similar to how I do, when I listen it's like hearing the calm voice in my head explain D&D to people, I'm always nodding along without realizing it
Thank you, that is very kind 😊
I like it! I've never really been a player in an OSR game, but I kind of hate stat and sense penalties in other games. I think the reason is that the way I've seen them used is that they punish your dice rolling. There's this sense of your luck getting worse that I don't enjoy. I think that your approach would actually work, since in an old school game, you can always try to figure out ways to make the best of your situation -- like your example of the ankle injury shows. Non-RAW healing is a great idea.
Thanks
One of my favorite shows to watch while tinkering on my own game design. Especially love the adventure design series and looking forward to more. I’d love to talk shop some time with you. Keep up the great work!
100% agree. I spend too much time in my shed listening to these videos and thinking about upcoming b/x campaigns
Wow! Great idea...using traps to destroy resources / equipment, rather than doing damage. I like it!
Thank You!
Another great video. I usually don't leave comments, but I subscribed to your channel awhile ago because you make thoughtful content for adding depth to any rpg. Also, I love the art on the thumbnails!
Great points on using traps. Besides using traps for their general purposes, I also like to use traps to reveal something important or to tempt players into voluntarily entering the actual trap. (None of these are original ideas by me, just things that go with my particular preferences as a DM). Using the open pit trap for example: I might have a secret door in the open pit trap that leads to somewhere crucial or a lower level, a skeleton clutching a rotted journal that contains a key or item hidden inside that the players will need later, or several skeletons with one clasping a sword with a jeweled pommel that is undamaged and pristine (unlike the rest of the rotted gear) that baits the players into being attacked by the skeletons or (more likely) a hidden monster.
Ah yes, the temptation to enter the pit is a great/classic move! Thanks!
I thought this video was going to be about pull ups and over-head press, but this works too
😊
Wow! That was jam packed with great tips! This is one to come back to.
Thank You!
What a fantastic narration guide
Thanks
Thanks so much Dan! As always, very thought provoking and helpful to get my wheels spinning and inspire new ideas.
Thanks 🙏🏻
I use issues of sensory depravation as a cost on ability scores that will be needed for other more dangerous challenges.
I’m working with the idea that springing a trap causes no damage but having to avoid traps causes minor injuries that reduce ability scores.
Again ability scores as a resource.
Nice!
Really nice video. I’m trying to add more none monster encounters in my campaign and riddles/traps are going to pick up a good bit of that slack
Awesome
i love your channel. i'm dming 5e atm, but i like hearing the os/osr perspective on things like traps, puzzles, riddles, etc. 5e has its strengths, but from what i've read, it doesn't offer DMs many examples of these things, much less how to telegraph them.
Thanks
Pit traps are my absolute favorite. Try the whole Temple of Doom style boulder chase...players only safe way around, jump into a pit trap. Or my absolutely abused set up....normal pit trap, 30ft wide by 30ft deep. Filled with water, which will be murky as hell...good. Based on the whole 5 foot space rules, put 4 to 5 zombies chained to each other in the pits. Then, build a small but semi-sturdy bridge over said bridge but have some of the wood be rotted and weak. Your armored players will break the boards and down they go
Nice
I would love to see a video discussing the turn undead feature of clerics and paladins. Like how that worked in b/x and other OSR games. Also some flavor ideas for it would be cool.
Good idea!
Great video. Some great tips , as someone who has accidentally killed first level PCs. Just wanted to point out visual perspective tricks shouldnt work because of darkness; the PCs can’t see 300ft to be tricked
Unless the area is lit by phosphorescent moss 😊
Love your channel for cool ideas, but it’s amazing how much channels like yours dedicate whole videos to compensating for the outmoded D&D rules, instead of just playing innovated newer games, like Forbidden Lands.
Thanks… I think 😂 - I guess I’m the kind of person that likes to come up with my own innovation, rather than play somebody else’s.
Daniel, what band is this t-shirt you're wearing from? I know it's a band I like, I've seen it before, but I can't, for the life of me, remember where it's from. It's driving me nuts, please tell me! lol
I personally don't like riddles, they are just a little too railroady for me. The solution you presented is not bad, but I think I will leave them out of my games still. After all, I usually don't have any dungeon crawls anyway in my games.
They are certainly not for everyone
The original riddle (in the story of the Sphinx) was not in a dungeon. 😉
@@BanditsKeep that leaves more riddles for meeee! Hooray! 🎉
I’ve done riddles in a way that there could be multiple solutions. Not a spoken answer, but a riddle that prompts actions. As long as the players do something that reasonably fulfills the riddle’s requirements, that solution works. I had one about clockwise and counterclockwise. My idea was something with the key in the door, but the players thought of walking around the room in the right way. So sure, that works! I don’t use them often, but when I do that’s the approach my players have enjoyed.
I really like this video!
Thanks! Sometimes it’s nice to explore an “old” subject like this to get the creative juices going
Thks for these ideas!! :)
You are very welcome
Good Old Pit
So much entertainment
Indeed
BTW, do you have a patreon?
Never mind. Brain fried. Found it.
Be careful it might be trapped 😊
Scent based traps are fun.
Yes!
Your discord link in this video is invalid :(
Try this one - discord.gg/jvPhY8bRs6
Great video!...
What does the bottom of that shirt say? I can't imagine it is a pro-racism shirt...I hope...
Thanks - the shirt reads “ Anger, Racism, Death, Fear, Hate - Shall have no place here”
Every dungeon should be assumed to be full of traps. You don’t need to telegraph it. Clues to upcoming traps are fine but shouldn’t be expected.
I’d say 80% of my dungeons have no traps.
@@BanditsKeep I didn’t say all or even most dungeons should have traps. I said players should always assume going into a dungeon that it IS loaded with traps.
If that’s there expectation then they play smart and bury less PCs.