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Dungeons & Dragons: Waterdeep – Dungeon of the Mad Mage» Forums » Rules

Subject: Traps - Pass Over or Avoid? rss

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Chester Hsu
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Regarding traps, do they only trigger if you end your movement on them? Can you simply pass over a square with a trap and be safe? If so, then why not simply avoid trap squares?

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Pete Wyse
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silver604 wrote:
Regarding traps, do they only trigger if you end your movement on them? Can you simply pass over a square with a trap and be safe? If so, then why not simply avoid trap squares?

Thanks


Nope. If you enter a square containing a trap token, you trigger it (unless otherwise specified by a Hero ability, Item card, or Environment card).

When a Hero moves into a square containing a Trap token, or when they unsuccessfully attempt to disable the trap (see page 11), trigger the Trap and flip the token face up to reveal its effect. Monsters do not trigger Traps.
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Chester Hsu
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So it triggers even when passing through. Hmmm..., can you jump over the trap then?
 
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Pete Wyse
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silver604 wrote:
So it triggers even when passing through. Hmmm..., can you jump over the trap then?


Nope. You can, while on the same tile as a trap, attempt to disable it instead of attacking. But otherwise, you step onto them and hope it's a SAFE result (or at least a 1 DMG result).
 
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Collector THX1138
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Also "if your hero was in the middle of his or her move, you may continue moving them normally."

The reason for trap tokens is that you can see where traps are so you can make the decision to trigger them via moving onto them without using an action besides the move, or you may choose to attempt to disable them using an action. Or avoid them if possible.

ToA has a cat bard and a bird wizard heroes that can avoid or fly over them.

Rouges in all games that have them have abilities to deal with traps as per the RPG game

ToA and DMM have small trap tokens. some of them say draw to use the trap deck of cards which are essentially separate encounter cards

CR, WoA and LoD do not use tokens. Their traps are worse because they are cards in the encounter deck that you can't 'see where traps are' until you draw them, then a large reminder marker is placed on the board.

ToEE has tokens but they either deal damage or not. The unique traps are still in the encounter deck not in a separate trap deck like ToA and DMM.

Treasure chests are surrounded by traps so that's a reason to deal with traps
 
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Pete Wyse
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Collection 1138 wrote:
Rouges


It finally happened!! After what must be hundreds, if not thousands, of words typed on this site... you of all people gave the thief blusher
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Alan Stewart
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silver604 wrote:
can you jump over the trap then?
Nope. No jumping. Are the Heroes are polymorphed elephants.

Consider that ALL trapped squares are in fact REAL traps. But the "safe" ones are the ones where you managed to jump over, sneak past, dodge, or otherwise not get injured by the trap.
 
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Balazs Foldes
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Actually, there may be ways to jump over them for some characters.
Anyone wearing a helm of teleportation, for example.
Or, the paladin's Rush and Attack at-will, which places the character to a square adjacent to a monster without moving the paladin in-between.
(Traveling Wihtout Moving, for old Dune movie fans).
 
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Robin Powell
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glowface wrote:
Actually, there may be ways to jump over them for some characters.
Anyone wearing a helm of teleportation, for example.
Or, the paladin's Rush and Attack at-will, which places the character to a square adjacent to a monster without moving the paladin in-between.
(Traveling Wihtout Moving, for old Dune movie fans).



Also quite a few characters from previous games have abilities that let them circumnavigate traps as well, such as Nymmestra's "Dimension door", Asharra's "Flight" and Artus Cimber which literally has a ability called "Jump".
 
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