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"It's A Trap!" Mod - Allow Players to Make Saving Throws for Traps?

I'm still pretty new to the world of mods, so please forgive me if this has been addressed (I tried a number of searches but came up empty-handed). When setting up traps, there's an option to specify a saving throw and its DC, but there doesn't seem to be a way to allow the players to make that roll.  It feels weird to take that roll away from the players.  Is that just me?   I'm currently setting the traps with "none" for the saving throw, so it'll roll damage and then I can have my players roll the save.  Is there a way to have the mod show me the DC, so I don't have to remember it?  
You can set secret notes which is the last of the core properties of the trap, to add a message containing the DC which is shown only to the GM when the trap is activated. That way it can remind you of the exact DC without having to look it up.
It will pull the player's stats, roll the save and modify the damage automatically.
This is part of why I stopped using this MOD. All the players know that there is no difference between having the MOD roll the saving throw or when the players make the roll themselves, but it still feels like they are losing player agency if they don't personally click the link. I also got tired of reminding some of them to always move their token incrementally instead of just counting squares and moving it directly to a new location, thereby bypassing the trap. Having them then tell me the exact path that they took kind of defeats the purpose of automating the trap. <shrug> I guess we're just old and set in our ways :) al e. said: It will pull the player's stats, roll the save and modify the damage automatically.
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This is part of why I stopped using this MOD. All the players  know  that there is no difference between having the MOD roll the saving throw or when the players make the roll themselves, but it still  feels  like they are losing player agency if they don't personally click the link. I also got tired of reminding some of them to always move their token incrementally instead of just counting squares and moving it directly to a new location, thereby bypassing the trap. Having them then tell me the exact path that they took kind of defeats the purpose of automating the trap. <shrug> I guess we're just old and set in our ways :) I haven't had a chance to see how my players behave with the movement restrictions, but I'd already considered they may not like it.  Still, I want to try it out as the mod seems pretty cool.  But I do get what you're saying. al e.  said: It will pull the player's stats, roll the save and modify the damage automatically. I understand it does the roll for them, but as Rick pointed out, I think the players will feel like they had no part in it other than taking the damage, even if the outcome is the same with them rolling the dice.
ST Carcass said: You can set secret notes which is the last of the core properties of the trap, to add a message containing the DC which is shown only to the GM when the trap is activated. That way it can remind you of the exact DC without having to look it up. Ah!  I hadn't thought of that, thank you!