Are we talking yet bout how in 2014 5e (not sure about 2024) there isn't a special feat for rogues specifically for finding traps? It's not actually called out anywhere specifically afaik - maybe in the detail section on Investigation checks?
To me, "general nature" would describe:So I was reading Find Traps. Both the 2014 and the 2024 version have similar descriptions of what the spell does, but do you find them as vague as I do?
2024: "This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense."
2014: "This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense."
So the spell lets you know a trap is present within 120 feet and in your line of sight, but not exactly where it is, but does tell you its "general nature?"
What does "general nature" mean to you? Do you know if it does damage, type of damage, what sets it off, magical or mechanical, etc?
Let us imagine a tall set of stairs mechanically trapped to collapse into a slide as oil pours from the top and a spiked pit opens at the bottom when the weight of at least 2 medium size creatures get past the 15th step.
What is the "general nature" of that trap?
How would you/do you rule it?
Its for casting when you enter a suspicious room or area. Should be a cantrip imo.Something else I am just now realizing about this spell, it is not an ongoing detection type spell. The duration is "instantaneous." Thus, you need to already have a pretty good idea there might be a trap around and in what direction to look when you cast it.
I've been rewriting a bunch of spells for my VF5E project and this one just moved to the top of the list.
If it was a cantrip players would just spam it.Its for casting when you enter a suspicious room or area. Should be a cantrip imo.
It doesn’t need to be a cantrip but it should have a duration longer than instantaneous.Make it a concentration-based cantrip that lasts a long time (call it an hour, but you can just re-cast it). When you get within a certain range of a trap, say 30 feet, you get a 'pulse' alerting you to its presence, but you gain no information as to its nature or location. You can choose to find its exact location and general mechanism by spending a spell slot, with tougher traps requiring higher-level slots to reveal.
I don’t like to prompt the players like that. It makes them suspicious- even if there isn’t a trap. I just describe the room and, if they ask to search for traps, I ask them:I think having a general nature of the trap would warrant advantage on disarming it, but the spell does not seem to say that.
I guess it depends on how much you roleplay a trap. The DM could be asking things like:
Do you touch the statue?
Show me where you are standing.
How do you open the chest.
What part of the desk are you looking at? Do you open the drawer?
Or, the DM could just be, make an Investigation check, or Perception depending.
I think thats fine. Make it have a duration of one hour and have it turn off after the first ping. No different then spamming light.If it was a cantrip players would just spam it.
Also, what's NOT a suspicious room in a dungeon?
Spamming light isn't to everyone's taste in the game either.I think thats fine. Make it have a duration of one hour and have it turn off after the first ping. No different then spamming light.