twisted.fate
First Post
So, I want to toss this trap into an encounter, but have a question about disabling the trap.
It says that it is activated when someone hits the tripwire, then fires 2d4 darts each round on its initiative, on random targets in range 20. As a countermeasure, a character adjacent to the tripwire can use a DC 30 Thievery check to disable the tripwire. There is no other listed countermeasure.
I understand that disabling the tripwire prevents the trap from going off, but does it also stop the trap from firing again after it's been set off? Logically, I would think not, but then there's no other way to disable the trap (as written, anyway).
Any thoughts or fixes?
It says that it is activated when someone hits the tripwire, then fires 2d4 darts each round on its initiative, on random targets in range 20. As a countermeasure, a character adjacent to the tripwire can use a DC 30 Thievery check to disable the tripwire. There is no other listed countermeasure.
I understand that disabling the tripwire prevents the trap from going off, but does it also stop the trap from firing again after it's been set off? Logically, I would think not, but then there's no other way to disable the trap (as written, anyway).
Any thoughts or fixes?