by Jafazo » December 24th, 2014, 5:34 pm
Incapacitating the Dwarf isn't a solution.
Making traps more difficult or dangerous isn't a solution.
Improving a tool kits effect isn't a solution.
Making a tool kit more financially affordable isn't a solution.
Another Hero's reliance on the Dwarf to disarm most of the traps is, in part, the way it's meant to be when you consider the Hero's as a single team-based unit. The Wizard is supposed to handle magic, the Barbarian is supposed to be the heavy hitter etc. When you try evening the scale on trap disarming, you take away from the Dwarf's purpose. Don't steer your game toward independence between players. It's a team based effort. If the Dwarf falls, the Heroes suffer.
If your Heroes don't need to buy extra toolkits because the Dwarf is disarming everything, then they're doing something right. You should probably praise them, not panic. As long as the Dwarf is around, traps should only threaten Heroes on a 1 of 6 scale. You can only provide a customized solution so many times before your players start to feel like you just want them to gain a sense of importance from a toolkit. A player like that'll buy it just to shut his DM up or keep him happy so that he, hopefully, won't start making the world a worst place. Let the Heroes win that element of the game. Challenge them once in a BLUE with a quest that has EPIC traps, but dont make that a habit. Anytime such a Dwarf disarms a trap in my game I'd be like, "You hear the familiar click os another safely disarmed trap proving, yet again, the importance of your Dwarven talents."
The Dwarf's the man, gj. As for blue moon epic traps...
"You search for traps and discover a number of arrow traps peppered about the room." Zargon points to the 10 trap containing squares. The Dwarf, with an exaggerted smile, turns to his buddies, "This could take a few turns." His comrades agree to skip their turns so the Dwarf can disarm each trap one at a time. After disarming the first spear trap, Zargon stops the Dwarf, "As soon as you safely disarm the trap the room fills with a series of clicks all in rapid succession. ClickClickClickClackClickClackClickClackClickChick-Chick!" You realize the true masterful complexity of this trap a moment too late. Each trap has been linked and by disarming one, you've armed the rest. By Zargons second turn, all the traps will trigger!
And don't tell the Heroes that when you sounded a Click for each trap, that the ChikChik was the sound of the doors locking so they couldn't get out. I sure hope they each have a toolkit.
Unless you specify your version I'm going by the US rules.