Greetings!
I was looking over some of my DM notes recently, as I have been creating a series of dungeon locations for my Thandor campaign. I was contemplating technology, engineering, and traps.
How advanced is the technology and engineering in your fantasy campaign? Various levels of technology and advancements in engineering significantly shape what kind of traps can be created and employed. Pulleys, metal, ropes, spikes, digging, glass, advanced carpentry and masonry, springs, pressure plates, as well as chemistry. Herbalism can fill in the details there, at least partially, though advances in manufactured chemistry and alchemy provide a hugely expanded scope and variety of substances.
Of course, these kinds of considerations play heavily on the utility, performance, and contributions for classes such as the Rogue.
Have you thought about these ideas for your campaign? Having some serious thought about them can open your campaign up to a whole host of questions!
How does technology, engineering, and traps play out in your campaign? What kinds of ramifications for characters such as Rogues have presented themselves? Have you encountered any problems, inconsistencies, or other issues that frustrated you? How have you dealt or reacted to such issues?
Semper Fidelis,
SHARK