nittanytbone said:
Just like a lone CR 2 skeleton is boring (the cleric zaps it), a lone CR 2 trap is boring (the rogue disarms it or the fighter eats the damage).
However, a trap combined with a monster is much more challenging and merits an increase in CR.
Yes; you can even use the formula in the DMG for multiple challenges in the encounter. Two CR 2 challenges at the same time is an encounter level of 4 (and gives double the XP of a CR 2 encounter).
awayfarer said:
Who's talking about forcing someone into a role? I'm just pointing out that trapfinding is basically the sole responsibility of the rogue (or other class with trapfinding) and will generally be dealt with by that particular class alone.
Only if the trap's done the boring way (encountered in isolation with no time pressure). All I'm pointing out is that there's other ways to do it.
awayfarer said:
Which is entirely unlike the trapfinding ability, which has no direct analog. All of the classes mentioned have some of the clerics ability to heal. They draw from some of the exact same abilities.
As there's a cleric spell that gives the caster a temporary ability to find traps as the Rogue does (and a bonus to Search to go with it), many of the other classes can get trapfinding temporarily as well. Bards have Use Magic Device as a class skill, and so can get the spell off a wand/scroll. A Cleric just casts the spell directly. A Wizard, Sorcerer, or Druid can go into Loremaster to gain UMD as a class skill, and get the spell the exact same way as the Bard. Anyone can take UMD cross-class and get it that way. Any of those approaches is much a trapfinder as the rogue with Use Magic Device and a Wand of Cure Light Wounds is a healer.
awayfarer said:
Okay, you have several hours of a "trapfinder" with only 6 HP, that will not trigger certain traps. Any traps that deal even meager aoe damage will destroy it.
Which is obvious, and locates the trigger point of the trap - enough to get around. That's the point of him.
awayfarer said:
A pit trap is a huge obstacle because it cannt help but fall. In your example, should the US fall into the pit you either need to A: descend into the pit to get those rocks or B: Spend time gathering a hundred pounds of junk to repeat the process.
How's that a problem? I'm assuming each trap found gets rid of an Unseen Servant (actually, at 50 charges for 20 traps, I'm assuming each trap found costs you two or three of them, either by trap-springing or expiring before a trap is encountered), and that the spell will need to be recast, after. If you like, we can have a rope trail the bag of rocks, and just haul it back up. A rope only runs about 2 gp.
awayfarer said:
Even if the US survives the drop (Which, IIRC shouldn't technically "kill" it) If the climb check DC is above 10.
So we wander out of range and let it expire. How's that a problem?
awayfarer said:
Lastly, its making noise by dragging around junk and the caster (whose move silently skill is likely a joke) needs to keep within sight of it or it goes poof.
As opposed to lugging the party tank around who may very well have a -10 Armor Check Penalty? Or do none of your opponents ever have the spot and listen to catch a rogue that gets too far ahead?
awayfarer said:
It will also not trigger traps that are set to go off when a living target passes by. Yes you could have a wand of summon monster I but that requires the purchase of yet another magic item.
That's what the rat/snail is for. Besides - any such trap will either be based on magic (and get found by the Wizard Concentrating on Detect Magic) or be a creature in hiding (which isn't properly a trap for a rogue to disarm anyway).
awayfarer said:
So subbing in a wizard for a rogue somehow saves you money when the wizard is using up that same shere to do the same job albeit at a much, much higher cost? Or are you suggesting that you'd rather have three PC's without a trapfinder than four PC's with one?
Mostly I'm just pointing out that such metaphors are way too easily turned on their heads, and are best avoided.
awayfarer said:
I am aware of where traps are generally placed. The US may spring that trap but depending on the trap, may not have disarmed it. Traps in a combat situation are probably not going to be worked on by anyone at first, and are moot.
He doesn't have to disarm it. Once you know it is there, and you know the general nature of the trap, you can usually go around - even if this means digging through solid stone.
awayfarer said:
So as a DM you've never called for a hide or move silently check because you would never introduce the possibility that nearby dangers could get involved? Or as a player, you've never rolled the same because you figure that it's unrealistic that anything exists other than wahts in front of your PC at the time? If you're really suggesting throwing in an item to cast silence on the clunky wizard and his US thats dragging around a bag of rocks, that jacks up the cost further.
Sound of combat is a DC 0 Listen check. If the denizens of the dungeon know that invaders are bad for them, they'll be following the trail of bodies to the place where you fort up. Your Hide/Move Silently check doesn't much matter for the scenarios I listed. How often does your DM have half the dungeon come after you at once the first or second time you get into a fight, or the first time you stop for eight hours to rest and replenish?
Besides - if they come at you in the hallway, it's a good thing; they're limited to basically one at a time. Have the sparkcaster put some kind of barrier to guard the rear, then ready an action to disrupt or counterspell any spells or spell-like abilities; park the meatshield in front; put the healer wielding a polearm just behind the meatshield. You'd be amazed how many critters you can successfully take on that way.
If you're worried about it, have the Cleric cast Silence on a string, and put it around the bag. It'll last for long enough to get from one room to another in any situation where the distance penalties to Listen aren't high enough that it doesn't matter anyway. And with the 20 foot radius of the spell, vs. the 25+ foot range on the Unseen Servant, you can even avoid the effect overlapping the spellcasters.
awayfarer said:
Or you could disarm it with a 30 gp tool.
Yes, but can you
trust the rogue who uses it?
The point of the exercise is not that you can do it better than a rogue (I've repeatedly said a rogue can do it better, and for less), but that you don't necessarily need one to do the job.
awayfarer said:
Even if the chance to find a trap were the same, the example you've cited is far more complicated and more costly.
Which is, incidentally, something I've mentioned - repeatedly.
nittanytbone said:
And I'm not saying that anyone has to play a trapfinder, just that
A: The trapfinding ability makes a particular type of encounter far less difficult, time consuming and expensive, B: That said encounters are very rarely conquered by anyone other than a lone PC of the appropriate class and, C: That even in situations where it is possible to overcome those encounters, it is far less effecient than having a PC of the right class with a cheap tool.
Other than that you're phrasing point C in such a way as to imply that non-rogue trap solutions aren't usually possible (most traps can be bypassed by tunneling or other methods, and don't need to be disarmed), you're not wrong.
The point's that you solve the trap situation without the rogue in most cases, even if it is a bit more expensive (the more common method of non-rogue trap solutions is the "dwarven detection device" or "monk detection device" or even the "dwarven monk detection device"). The Unseen Servant with Bag O Rocks (and a few other things) is just the Wizard's solution.