I wanted to start this topic and ask if any players see value in the Thief having more than the one thief challenge to overcome?
If it is a popular idea that the thief be able to face any one of say three possible challenges in any given room - wouldn't that add a bit to the overall Thief adventure?
... but I would think having more than three things for the Thief to train on in camp would be tough. This raises the question - should all Thief challenges be something that they train on in camp...???
I wanted to bring it back around to Gary's original concept. It is one I tend to agree with. The operation-game style trap of the past IS fun, but it would be interesting to mix it up. You could use similar electrical based construction (ie. poke a long rod through a loop to press a button inside the box. Touch the loop, complete the circuit, fail the trap. For hardcore rules, don't make the rod straight. :twisted: ). The bottom line is yes, a variety of other hand-eye/coordination tests would mix it up for playersand be as fun to attempt or watch.
On the same note, I would keep them all small and intricate. I don't think TD wants to pay the insurance to allow rogues to climb cargo net rope walls to reach the lever on high. It also needs to be somewhat physically basic enough so as not to alienate any of the various size, shape and physical abilities we all come in.
Lastly, I also agree with giving a preview of, and practice for, challenges would allow the player to get in the mindset and "warm up." I don't recall there being such a practice in the lesson (camp) room where players tried mock-combat and studied spells.
As Lee wrote in his post, the TD staff continually looks to improve game play. I've no doubt they've come up with all types of sinister and fun traps to tempt the players. 8)
Cheers, Stuart O. + Thats the short haired, short statured, no beard, Indy Stu ...+ "Nemo saltat sobrius"