Quote:
Originally Posted by Kromm
I can't honestly say that I've seen this happen – in GURPS, anyway.
I've often explained extraordinary traps as having parts enchanted with such Making and Breaking spells as Fasten, Knot, and (especially) Animate Object, or such Movement spells as Glue, Grease, Pull, Repel, and (especially) Dancing Object – often alongside Link tied to suitable Information spells.
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Has this approach been
explicitly used in published
GURPS products? IME published adventures for That Other Game System tend to want traps to be non-magical whenever possible—perhaps so they can't be dealt with via dispel magic so that thieves have "something to do". Indeed a lot of what I suspect is annoying me here is when I read adventures that seem written around the principle "we need to make sure the Rogue's points in Disable Device don't go to waste" (to use the 3.X terminology).