D&D 5E Mage Hand and Trap Avoidance

This is particular scenario, no. It was much too late the pull anything out as the damage was already done so to speak. Generally speaking, sure, I'd allow mage hand to pull things out of a fire or under other hazardous conditions.
I'd go so far as to say that (in my headcanon) that is why the spell was created in the first place.
 

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There's always verisimilitude, right?

You know, weirdly, I had a whole paragraph about that. Like, my post was longer than the single sentence you quoted.

Imagine you're going to enter a dungeon to search for the phylactery of a lich. Outside the entrance is a grisly display, mounted on dozens of pikes you see the severed heads of adventurers who attempted and failed at the task you've set out to accomplish. Is this going to keep a stalwart player character such as yourself out of the dungeon? Heck, no. You're made of sterner stuff. But within the setting, it could help explain why people from the nearby town avoid this place instead of trying to plunder any treasures within themselves. It also serves as a warning to the PCs that this is a dangerous place. Though knowing PCs, they probably won't think they're endangered anyway.

Yeah, set dressing. Like I said.

My biggest dislike of traps is how they slow the game down. I don't miss the old days of PCs walking around with 10 foot poles probing everything around them. I don't like them taking a lot of time to check for traps at every single door. It's just boring and I'd rather get on to something entertaining. If I'm going to have a trap, I want it to be entertaining. I don't even care if it's harmful, I just want it to be entertaining.

Interestingly, comics, movies, and fiction often have a solution to this, which often seems to annoy people in the TTRPG space. Montages.

A lot of comics when they want to get across the "and the adventurers deal with several deadly traps that aren't actually all that interesting to deal with" do so during a montage. And if the entire point of the traps you are putting into the dungeon is "verisimilitude demands there be traps to kill intruders here" then... just deal with them via a montage. Because it is boring to deal with these sort of traps individually, and worse, they cause the players to act in a paranoid manner.

Now, yes, yes, I know some people prefer that, but many many many players and DMs DO NOT like that. Because, again, if a trap's discovery means that the trap is no longer a factor (either because it is trivial to disarm or because it has been set-off and there is no counter-play or actions to be taken) then it is boring. Because the only option left to the players is tedium.

I think this may be an important distinction and solution to "the problem of traps" in that we can separate them. Some traps are just set dressing for the scene, to give a specific feel, and they should not be treated as challenges. Other traps are actual challenges, and therefore their challenge should not be rooted in obscuring their existence. And with that dichotomy, you can now engage in some dynamic play.
 

You're right, it's the point of the spell.

I'm saying it's a bad spell, because that's a bad point.

Arcane Eye gives one player the spotlight, and the gameplay looks like one of two ways:

Option 1:
  • DM: Okay, you see a long hallway, with one door at the far end, a hole in the wall on the left, and a door on the right.
  • Player with Arcane Eye: Okay, I go through the door on the right. Through the key hole.
  • DM: You see x, y, z, plus a, b, c.
  • Arcane Eye: Okay, now the hole on the left.
  • DM: You see a trap. Also d, e, f.
  • Arcane Eye: Nice. Now the door in the center.
  • DM: [to the rest of the party: "yeah, go ahead and grab some snacks. We'll be here awhile"]. This looks like an armory. You see g, h, and i. Opposite this room are two more doors...
ad infinitum until the player gets bored, the party (or the DM) revolts, or the dungeon is fully mapped out.

Option 2:
  • DM: not this again. Look, here's the map. Let's just say you know where everything is. Let's move on.


Fundamentally, it's a spell that encourages boring gameplay. The fact that boring gameplay 'is the point' doesn't make it any better.

I used that spell for one session, it kills any suspense in the game, changed it for next session at my own request.

there are uses for the spell like having a drone to spy on an army, but it kills dungeon crawls.
In my last old school dungeon crawl game I used a more limited version of it. The caster would sort of astrally project from their body Dr. Strange-style, at a "flying" speed of 60' round, and was quasi-invisible (some particularly perceptive or magical creatures could see them). While projecting, the caster's body lay helpless and unaware. They could pass through objects and walls, but had to remain in contact with air as well (so not moving through any solid obstacle wider than their body or possibly outstretched arms), and I limited the duration to the caster's level in rounds.

I made this a 2nd or 3rd level spell in Five Torches Deep, though it wasn't on the regular spell list and had to be found. The limited amount of scouting made it valuable but short enough duration that no one checked out or was bored- the players would all be psyched to see what the mage found in their relatively brief jaunt, and his decisions about which passages to explore had weight because he had a relatively limited distance he could cover.

But deterrents are kind of useless. In fact, they are worse than useless, because if they work, the party is deterred from continuing forward.

I think, really, "traps" and "puzzles" need to be thought of first and foremost as challenges. Sure, you can have the occasional set-dressing of a trip-wire with a crossbow bolt, or an exploding rune, but those are truly in my opinion, set dressing. They only exist to make the place FEEL correct. Whether or not they affect the party is entirely separate from that goal.

What is a more engaging challenge though? A hallway with a hidden plate that shoots you with a needle? Or a hallway littered with mosiacs and art, which slowly constricts and crushes the party unless they can find the hidden lever that resets the hall and opens the door? Both are "overcome" by the finding of the hidden trigger, but one of them is just boring. Because success and failure are nearly indistinguishable in it. 1d10+2 damage isn't going to make something memorable. And some people try and fix this by simply making it more damage, but that doesn't solve the problem. The problem is the flow of the challenge. A trap like a tripwire crossbow is over and done with the moment you learn of its existence. Either you failed and got shot, or you successfully spotted it and it is no longer a threat.

Make the flow different, by making the noticing of the trap completely separate from the defeat of the trap, and you know have a far superior challenge.
I don't think deterring the players is necessarily bad, much less useless.

Part of the point of obvious traps (or whatever else folks want to call them) is to give the players forewarning. If they don't have to go where the trap is or open the chest or what have you, then they now have a level of informed consent in engaging with it. The danger is signposted. They can choose to take a risk or not. Whereas a "traditional" completely hidden pressure plate or something is more a "surprise, gotcha! Mark off some HP".

Of course if they DO have to engage with it (say the trap obstructs the one route to the McGuffin), then it's more of a dangerous puzzle.
 

This just reminded me of the Elfquest books and the skills challenge for the girl in one of the first books. One of them comes up with a claw to fetch his weapon trapped in the crevasse and the other just uses the magnet stone he was lent.

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Kind of seems like mage hand and if it is the magnet.
 

If the party is able to trigger the trap from a safe distance, by mage hand or any other means, then they have solved the trap. Good for them.
I'm generally of the same mind. I don't care if they manage to set off the trap safely from a distance with a pretty easy spell. I figure if they can do it with mage hand, they can to it with rope and a hook, a 10 foot pole, or whatever else they happen to have on them. The fact that it's mage hand doesn't really factor into it.
The only way I can see this as a bad or worthless or ineffective trap is if it's immediately obvious as to how it can be set off at a distance. If it's not obvious at first as to how it can be set off at a distance, then that's where the challenge and effectiveness of the trap lies, not in it being trivial to disarm once uncovered.

My own feeling on traps is to use them sparingly. There needs to be a reason why the trap-setting creature thought that setting up the trap was a good idea. And the trap-setter is not going to risk sacrificing himself to his own trap just for the chance of annoying some dratted PC in the future.

So traps in my games are mostly alarms, or insult attacks not expected to kill, or both, possibly with a side of marking the unauthorized character. More rarely, they'll be traps for animals, or capture-traps, or traps set up in a place the trap-setter never intends to return to.
I feel you're on to something. Adventures, particularly published ones, that have a proliferation of pointless traps bore the hell out of me. They're either just exercises in die rolling (in the Search DC/Find Traps era) or pixel-auditing ("skilled" play era) as far as I'm concerned. But traps that make sense in the environment - ones that alert other dungeon denizens in particular - are ones I find worth it. Then, if they set the trap off safely rather than disable it, the trap can still fulfill a function of bringing trouble to the PCs.
Otherwise, a trap left just out there somewhere isn't very useful. It's either a hazard so random that it doesn't do much good or it's a bit of busy work for the people capable of dealing with them rather than being a true obstacle or challenge.
And as for boring: Boring to the GM, or to the players? The two are not the same. I figure that as long as the players aren't bored by using mage hand to trigger traps, then the guy wearing the GM hat - me - has a duty to smile and take it.
While the DM isn't there to be the players' screen monkey and deserves to have non-boring fun of their own, there's some give and take involved. If the players are sufficiently enthused about something I'm not when I'm DMing, I'll take one for the team.
 

You're right, it's the point of the spell.

I'm saying it's a bad spell, because that's a bad point.

Arcane Eye gives one player the spotlight, and the gameplay looks like one of two ways:

Option 1:
  • DM: Okay, you see a long hallway, with one door at the far end, a hole in the wall on the left, and a door on the right.
  • Player with Arcane Eye: Okay, I go through the door on the right. Through the key hole.
  • DM: You see x, y, z, plus a, b, c.
  • Arcane Eye: Okay, now the hole on the left.
  • DM: You see a trap. Also d, e, f.
  • Arcane Eye: Nice. Now the door in the center.
  • DM: [to the rest of the party: "yeah, go ahead and grab some snacks. We'll be here awhile"]. This looks like an armory. You see g, h, and i. Opposite this room are two more doors...
ad infinitum until the player gets bored, the party (or the DM) revolts, or the dungeon is fully mapped out.

Option 2:
  • DM: not this again. Look, here's the map. Let's just say you know where everything is. Let's move on.


Fundamentally, it's a spell that encourages boring gameplay. The fact that boring gameplay 'is the point' doesn't make it any better.
I still occasionally default to option 2.
 

Is it safe to assume that if a mage hand can only carry 10 lbs, that is can also only apply 10 lbs of force?

Something that can lift 10lbs can apply more than 10lbs of force. Why? 10lbs is the force of gravity on a 4.5kg object (0.3 slugs, iirc non-metric unit of mass) So 10lbs of force neutralizes gravity....but that's it. It can't lift it higher. Want to go up? Add more force.

I will point out that a Gnome or Halfling under the effect of the Reduce spell weighs around 5lbs.

By the same token, Unseen Servant can push around a character sitting on Floating Disk.

👐 Maaaaagic! 👐
 

My issue with traps is they are usually out if proportion to the treasure. The dinkiest d4 poison costs 100gp/dose. Yes, yes, not an economic simulator, blah, blah, but as a player I am more likely to make more money stealing the trap than whatever it protects.

For the love of sanity people, have your trap be no more than 50% the value of the treasure! Why protect 100gp with a 4,000gp trap?

You want an ogre to protect 100gp from thieving goblins? Have a ceiling beam slam down when one end becomes unpinned. A crude crossbow fires a bolt. A bear trap built into the treasure chest.
 

This is just a little rant:

Last night, I was running the second full session of my new 5E 2024 campaign (this isn't tagged 2024 because I don't think it is relevant) and the 2nd level PCs did the old standard of setting off a trap with mage hand. It is a common tactic, but I had forgotten about it since it has been a while since it has happened in game.

I hate it. It is so boring.

Note: I was running a published adventure, and I just introduced the trap as the module presented it, and the mage hand solution was perfectly reasonable and made sense for the PCs that did not want to get poison gassed.

But I still hate it.

My feelings on traps have evolved over the years and ultimately they boil down to this: if the trap can be easily bypassed with mage hand, it is a bad trap. Full stop.
But was it boring for your players too?

I usually think that most players find things boring when they can be bypassed by a dumb dice roll, at least in this case a player's decision was required.
 

But was it boring for your players too?

I usually think that most players find things boring when they can be bypassed by a dumb dice roll, at least in this case a player's decision was required.
It may or may not have been boring for the players, but if the DM isn't enjoying the game, that's a real problem even if the players are.
 

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