awayfarer said:
No kidding. My point is that if you see the word "impossible" implicit in anything I've said it's a result of whatever mental baggage you're dragging into this.
Seriously - where are you getting that I'm seeing impossible *anywhere*? The closest I've seen you come - which is pretty far from it - is implying that you can't usually bypass a trap. In most cases, you will be able to do so.
Of course, after posting that, you then posted "I'd agree with 2 only if there were a half-dozen disclaimers." with the referenced 2 being "If you don't have a rogue, there are a variety of other ways that are almost as effective, at least in some situations (scout, dwarf and stone traps, etc.)"
You appear to be contradicting yourself with those two posts.
awayfarer said:
Erm...yes? I mentioned that you've noted this. The reason I mention it there is that I don't understand why you would continue the line of discussion if you believe that. Severity is moot.
Severity is not moot. It's actually very important. Especially when the Wizard-3 is, for the most part, finding traps better than the Rogue (see below, in spoilers) and my first reply to you was that it's not as bad as you think.
awayfarer said:
Ditto? I've acknowledged everything you've said.
Yet you keep treating the cost difference as severe; at 3rd, it may be harsh... but at 5th, it's less than you'll spend on the Wand of Cure Light after the fights you get into, and at 10th, it's pocket change. The cost difference is only overly meaningful in a rather small window of opportunity (3rd, 4th, and 5th level).
awayfarer said:
And once again you're overblowing this. A DM doesn't have to bring half the dungeon down on you in every fight. They don't even have to do something that isn't exaggerated such as, say, adding in one enarby encounter once in a while. So your line of thinking is that if something is only occasionally dangerous you don;t need to take precautions against it? Do you wear a seatbelt?
My point here is that you're overblowing the issue with the noise. Sure, in the relatively limited circumstance that you
have to do things quietly (in which case, you're basically limited to just bringing the rogue, and leaving the rest of the party behind, as almost nobody else has stealth skills anyway). You just said it yourself - you're really only expecting one, maybe two rooms to come at you - which is what you'd expect from a regular fight encounter. And when they do, they're forced to come at you in a confined environment (the hallway) where you essentially get to take them on one at a time. If you've cleaned out the area behind you, they'll only come from the front - oh yeah, and there's a good chance that whatever trap you found is still there, ready for them to spring (or, alternately, show you where to find the bypass). Have a simple combat-control spell handy for the rear, and you're good to go simply by virtue of marching order.
Okay, you'll have trouble with area effect spells sent your way - but you have issues with that type in a confined environment like a dungeon anyway.
You're overblowing the consequences of making noise when you bring it up as a serious reason to avoid the strategy.
awayfarer said:
Again, because something is only occasionally dangerous does that mean that you should never take precautions? If a situation has possibly dangerous result, and you have two options with which to proceed, one that reduces the possibility of danger, do you not go with that option?
See below - the lower-danger option is actually the Wizard, curiously.
awayfarer said:
Nice, lets waste everyones resources on this.
That's just an add-on for if you're worried about making a racket.
awayfarer said:
You have? I don't know why I would have caved to the idea that an expensive method of dealing with traps that only temporarily suppresses some kinds and has a significantly lower chance of doing so. I think I must have stopped acknowledgeing this as a worthwhile idea when i realized that it damages a caster versatility, is less reliable overall (max of +10 on the caster level check), and can only supress a trap rather than disarming it outright. What a bargain.
Interestingly, you dropped that from the table ... after I quoted you listing it as a resource hog, and listing a lower-level alternative.
I mean, just from the timing, it would strongly appear that I moved you from "wizard needs 3rd level spells" to "1st level spells will do it"
Sure looks like you moved.
awayfarer said:
No you haven't. The fact that you keep mentioning spells higher than lvl 1 seems to suggest otherwise. Didn't I just see Silence mentioned above?
Yeah - as a possibility for when you're worried about making a racket. Most the time, you really shouldn't be. If you're normally worried about it, you'll have to leave everyone with significant material armor behind anyway, due to the armor check penalty on Move Silently (and that most such don't have it as a class skill).
awayfarer said:
Oh you're right it isn...hey, wait a minute, thats right, you never made a convincing argument for that.
You acknowledge that making a wizard a trapfinder is more expensive, You acknowledge that it takes a significant number of spells to be effective. You've acknowledged that it isn't that particular classes expertise. I take the sum of that to mean "this is a bad idea."
To be effective, it takes two spells; the extras are just for when you're worried about particular, fairly low-occurence issues (like having to be fully quiet).
awayfarer said:
1: Read the first post again. I started the thread with the notion that a groups trapfinding PC (generally a rogue) will almost always encounter and have to deal with traps alone. The entire point was that it isn't probable that a group will all contribute to these encounters.
Read the first post where I quoted you; I'm responding to the impression you seem to have had that other classes can't handle traps reasonably well - the sparkcasters actually can, and the meatshields can reliably bull through most of them - between the two, that covers most the classes.
awayfarer said:
You've paid no attention to this and your argument is actually meaningless in the context of the original point. Fine, a wizard can detect traps using your method, they will probably never get a chance to if there's a competent PC with the trapfinding ability.
Which is, you know, a fairly big if.
awayfarer said:
Furthermore, even if a wizard can do all of this it doesn't address my primary point: that traps will generally be dealt with by one party member. Your "solution" relies heavily on one PC with a specific set of spells.
That one of my solutions that we're mostly focusing on does, yes.
You can also use a meatshield and a healer (or a healer with a high Con). Or someone with a very good AC and high saves and Evasion (like a Monk, or Paladin with a Ring of Evasion).
awayfarer said:
Pigeonholing a PC into selecting and preparing a specific set of spells or wasting a lot of GP on magic items.
Verses pigeonholing a PC into taking a particular role, and "wasting" a lot of skill points and GP on that role? The difference is one of a value judgment on what is worth how much, which will vary.
awayfarer said:
Way to misquote me. You used two examples in which DM capriciousness might cause a rogue/trapfinder to miss a trap. I said that DM fiat is a poor way of gauging things. So, yes, if your DM is a jerk and refuses to let you find a trap no matter what, both have the same chance.
Honestly I'm not sure what your point is. If it's that it is possible for other members of a group to do things about traps, fine, you've made it. I've agreed to it. If your arguing about the gap between the ability of a PC with the trapfinding skill to find/bypass/disarm traps and the ability of a PC without said skill to do so, you haven't offered any arguments that suggest that the two methods are even close.
Detailed analysis in spoiler:
[sblock]A rogue will occasionally miss traps due to random chance (if he's rolling) or will miss the ones that are outside his range for his choice of non-roll (if he's not).
The Unseen Servant dragging a 100 pound bag of rocks with a rat (or other easily-obtained animal - Chickens are cheap) attached, followed by a Wizard concentrating on Detect Magic will get quite a few traps.
Of the trigger types in the
SRD, it will catch:
Location (someone's in the square)
Proximity (A creature is in the area)
Sound (always magical)
Visual (always magical)
Touch (Unseen Servant does touch things)
Spell (always magical)
All of this without a roll.
It will only miss the Timed trigger mechanism, and even then, only if it's a mechanical trap (magic traps are spotted, no roll required) - in the SRD, that's the Ceiling Pendulum (CR 3), Compacting Room (CR 6), and Whirling Poison Blades (CR 6) traps. All three of these are traps that don't trigger in response to the party - they just go off periodically. As you'll be traveling at 5 feet per round, if you've got a reasonable light source, they'll either be noticed or they will have a very low probability of catching the party in their range anyway.
The Wizard-3 doing this will find ALL the CR 1, 2, 4, 5, 7, 8, 9, and 10 traps listed in the SRD, without any roll at all, and most of the CR 3 and 6 traps (misses only one CR 3 trap, and two CR 6 - and those are merely damage-dealing traps).
With a caster level 1 Unseen Servant, he'll be about 20 feet behind his trapfinder for all the mechanical traps - and none of those in the SRD are that far away from their trigger. He finds Magic traps at 60 feet (range of Detect Magic) - and none of the ones in the SRD have an effect range beyond that.
The Rogue-3 with an Int of 16, max ranks in Search, taking 10, with a masterwork tool, finds all DC 21 or less traps safely - he misses the Camoglaged Pit Trap, Poison Needle Trap, Razor Wire Across Hallway, Wall Blade Trap - and that's just of the CR 1 traps listed in the SRD. If he takes 20 (and thus, takes 20 times as long at it as our Unseen Servant and Wizard combo) he gets all DC 31 or less traps safely - he starts missing things at CR 8 (spell traps, Search DC 32). If he rolls, he's got a chance to miss every trap on the list (minimum roll of 12 - all traps in the SRD have a Search DC higher than that). The Rogue-10 with max ranks, but otherwise identical to our Rogue-3, safely finds all DC 27 or less traps taking 10 (starts missing them at CR 4, with the spell traps at that level); 37 or less traps taking 20; rolling, he has a chance to miss traps with a search DC of 20 or better - which happens as early as CR 1 (basic arrow trap). Add in Goggles of Minute Seeing for another +5, and he's running at DC 32 or less traps taking 10 (starts missing at CR 9, with the spell traps at that level) and DC 42 or less traps taking 20; with a chance to miss DC 25 or higher traps when rolling (which starts happening at CR 3 - Stone Blocks from Ceiling). Now, that rogue-10, actually taking 20 (and as such, all the time in the world) will find every trap in the SRD (highest DC is 34).
If anything, the Wizard doing this is MORE reliable than the rogue at finding traps successfully without getting hurt, up until about . After that, it's just a matter of getting around them.
[/sblock]
Calling it about the same chance was me being generous
to the rogue.
I'm afraid I have to officially retract my statement that the Rogue finds traps better than the Wizard does. A survey of the SRD traps shows otherwise. I apologize.