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Jun 6, 2020 at 7:23 comment added Paul Johnson This is what never made sense to be about Golgotha in Cryptonomicon: Goto Dengo created such a lethally impregnable hiding place that not even he, with all the civil engineering resources he later commanded, could retrieve the treasure except by melting it (thereby losing a lot of the value in the case of looted gold Buddhas). Didn't his superiors have some plan for coming back later?
Jun 5, 2020 at 21:46 history edited James McLellan CC BY-SA 4.0
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Jun 5, 2020 at 21:27 history edited James McLellan CC BY-SA 4.0
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Jun 5, 2020 at 18:14 history edited James McLellan CC BY-SA 4.0
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Jun 5, 2020 at 17:33 comment added James McLellan I thought I'd try to re-frame this answer as a survey of acyuals dungeons and traps.
Jun 5, 2020 at 17:25 comment added John as James points out a lock does not prevent access it just makes it take much longer hopefully to the point most people will decide its not worth it. the simplest non-lethal dungeon trap is a maze. Another good approach is the rust monster, destroy the equipment not the person. A lock that mangles the thieves lockpicks discourages further lockpicking.
Jun 5, 2020 at 17:11 comment added James McLellan I dont leave the house unlocked. But my lock doesnt prick me with a poison needle if I forget to turn the key the correct way either.
Jun 5, 2020 at 17:08 comment added Nuclear Hoagie But non-lethal traps that don't do lasting damage will probably be little more than a time-consuming nuisance to adventurers. If I can trigger every trap and only get a few bumps and bruises, there's not much downside to springing the traps repeatedly until I learn to avoid them. If the traps don't maim people, they're just time-wasters. Nerfing your own traps because you might accidentally spring them yourself just seems like poor planning. Do you leave your house unlocked because you might forget the key?
Jun 5, 2020 at 16:59 history answered James McLellan CC BY-SA 4.0