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Old September 27, 2015, 16:10   #58
Mikko Lehtinen
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Quote:
Originally Posted by quarague View Post
I think the 'one try only' principle may be a good idea. It removes most of the tedium but still leaves traps effective.
It reduces tedium but still leaves traps tactically boring. You need other changes to make traps tactically intereresting.

Letting the player know beforehand that this special area is trapped is a good start. Ideally tactical maneuvering and/or wise inventory management should help a lot with the problem at hand. It would probably be a good idea to offer a reward to go with the threat. Replayability is increased if different character classes have different options.

It's possible to build interesting puzzles whether you have 'one try only' detection and disarm in your toolkit or not. The puzzles will be different, of course.
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