The Balloon navigation would be more fun if it used quasi-hitpoints instead of real hitpoints (and real death). Example of how that would work:When you get Balloon Mode, it gives you 10 stacks of Balloon essence. The hp damage from trap blades is greatly reduced, but hitting a blade drains 1d4 Balloon essence. When Balloon essence is gone, there's a POP animation and you teleport back to the start. That way would mean that people can't rely on hitpoints, healing, or reflex to get through the balloon traps... they have to do it "right", in a way thats the same for all kinds of character. And messing up doesn't cost a death penalty for you or XP penalty for the party. (I don't recommend taking the time to make this change)