Sirrocco wrote:My point is that if you say "hey, every nice thing that exists on the ground should have a possible death trap that will kill people who don't use teleport", you're pretty much horking over people who don't use teleport. You're driving vaults from "it's going to be tricky/dangerous, but I might get nice stuff" to "It will be tricky/dangerous, and if I do get nice stuff, there's a good chance that the stuff will kill me, and I almost certainly won't be able to pick up all of it." Or, to put it another way, yes. Yes, that's *exactly* what it means. The point of it being a vault is to hang a big red warning sign over it saying "Hey, there's a really very dangerous monster-summoning trap on this pile of loot. How badly do you want it? Do you feel lucky?" and then let them actually opt to say "no, no I do not" categorically without having to simply turn down every piece of out-of-depth loot they find.
Obviously I did not mean that the game should have a big chance to kill you. I did not even mean that it should be as dangerous as a boss fight. Just a somewhat tough fight that will raise tension and make you slightly nervous for, but that if you prepare for it, since you know that one is coming, you will be able to handle. Teleport would not be needed if you are a melee character but might be a good if you are not good in such situations.
The purpose is to create some anticipatory tension, which games such as Doom was very good at when you picked up very good treasure,

and create different battle situations from the ordinary corridor fights.
ARRRGGHH-- I killed the MASTER, picked up his loot, and got ambushed! TWICE!!! /mourns the loss of his character.
Edge2054, I did not mean for this to apply to items dropped from a monster you just have defeated. Only to extraordinary items you find without a fight first.