Ourph said:I'm actually really surprised with the results so far. Recent discussions on rules-lite vs. rules-heavy made me believe there would be a far greater percentage of ENworlders uncomfortable with DMs applying circumstance modifiers not specifically covered in the RAW.
Maybe, you should just read the appropriate chapter in the DMG (pg. 30). The example given adds 5 different modifiers to a check. Then it says explicitly:archastrel said:Note that it doesn't even really give you any way to get to -4 at all here, though I'm willing to concede the possiblity of two different circumstances that cause a penalty. (It says "conditions that hamper" instead of "a condition that hampers" which implies that -2 is the worst you can have, regardless of how many circumstances may apply.)
(Hm. Preview Post does not seem to work... that's kinda annoying.)
archastrel said:I can give you a quote from the SRD:
SRD said:2. Give the skill user a –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or having misleading information.
Note that it doesn't even really give you any way to get to -4 at all here, though I'm willing to concede the possiblity of two different circumstances that cause a penalty. (It says "conditions that hamper" instead of "a condition that hampers" which implies that -2 is the worst you can have, regardless of how many circumstances may apply.)
DMG said:It's certainly acceptable to modify this rule. For extremely favorable or unfavorable circumstances, you can use modifiers greater than +2 and less than -2.
Ourph said:Well, the SRD is a good resource, but it doesn't have all the helpful advice or expanded options given in the actual rulebooks. Here's a quote from the 3.5 DMG that I think answers your concerns.
Elder-Basilisk said:The only thing I'm really hesitant about is the context. Anytime you start detailing the mechanisms for a trap, things get a bit dicey because:
1. Players start thinking "well, we could do this and this and that and the other and that should disable it." And maybe it should, but the game has a skill for dismantling traps and it is radically devalued if you start allowing so-called roleplay (I say so-called because most characters doing it have neither any hint of mechanical knowledge or proficiency disabling traps) to disable traps on a regular basis.
2. As soon as you start designating the exact things that make a trap work, you wonder how it's possible to disarm certain traps, etc. and can easily end up with a system that either demands that the players know how to disable traps if their characters do (in which case, I guess I'd better play a monk rather than a fighter because I know unarmed combat but not any kind of sophisticated swordsmanship) or just straight-up makes the rogue's skill at disabling traps too risky to use.
In other words, I'm fine with a -4 circumstance penalty for poor illumination when disabling a trap, but if you're telling me it's color-coded and has four buttons and I need to figure out which ones to press in which order, I just want to make my disable device check, thank you very much....