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Design & Development: Traps is up!
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<blockquote data-quote="LightPhoenix" data-source="post: 3970898" data-attributes="member: 115"><p>One of the things that I hope is in the book but was left out of this article is partial successes with regards to skill checks. That way the "auto-pass" phenomenon might only be a guide to do a full search for traps, since you might only notice (to continue the SoX example) holes in the floor, but not exactly what happens.</p><p></p><p>[EDIT] In addition, if a trap affects multiple people at once, Perception might be a way of avoiding it. Or, passing the Perception check might give a bonus to Acrobatics, for example.</p><p></p><p>Also, Cadfan's example (awesome!) might go something more like this:</p><p></p><p>DM: You charge through the door into the kobold nest. Its a large cavern with high ceilings, about 30 feet across, and about 60 feet deep. It slopes upwards towards an altar, behind which is the kobold chief cleric. Kobolds are... here, here, and here. *places miniatures* They've clearly prepared for you, as evidenced by the spikes here, and here, behind which their archers stand. *points* Roll initiative.</p><p>Players: *roll dice*</p><p>DM: Ok, the order is, Ranger, Kobolds, Wizard, Paladin, Warlord. Before we begin, here. *DM passes a note to the Ranger*</p><p>Ranger's Player: OH GEEZ! Guys...</p><p>DM: WAIT! You can't show them the note. If you want to tell them something, do it in character on your initiative.</p><p>Ranger's Player: Oh, ok. Uh, I'm first, right?</p><p>DM: Yeah. Go ahead when you're ready.</p><p>Ranger's Player: I dive head-first behind the nearest bit of cover, looking around frantically as I yell, "Guys, something's not right here! I have a bad feeling about this!"</p><p>DM: "Okay, roll your Perception check... 18? You notice the Kobolds are avoiding the area near the staircase, but you can't make out anything specific in the chaos. You do notice several Kobolds behind the barricade taking aim..."</p><p>Ranger's Player: "INCOMING! Watch out for the stairs!"</p><p>*Continues battle*</p></blockquote><p></p>
[QUOTE="LightPhoenix, post: 3970898, member: 115"] One of the things that I hope is in the book but was left out of this article is partial successes with regards to skill checks. That way the "auto-pass" phenomenon might only be a guide to do a full search for traps, since you might only notice (to continue the SoX example) holes in the floor, but not exactly what happens. [EDIT] In addition, if a trap affects multiple people at once, Perception might be a way of avoiding it. Or, passing the Perception check might give a bonus to Acrobatics, for example. Also, Cadfan's example (awesome!) might go something more like this: DM: You charge through the door into the kobold nest. Its a large cavern with high ceilings, about 30 feet across, and about 60 feet deep. It slopes upwards towards an altar, behind which is the kobold chief cleric. Kobolds are... here, here, and here. *places miniatures* They've clearly prepared for you, as evidenced by the spikes here, and here, behind which their archers stand. *points* Roll initiative. Players: *roll dice* DM: Ok, the order is, Ranger, Kobolds, Wizard, Paladin, Warlord. Before we begin, here. *DM passes a note to the Ranger* Ranger's Player: OH GEEZ! Guys... DM: WAIT! You can't show them the note. If you want to tell them something, do it in character on your initiative. Ranger's Player: Oh, ok. Uh, I'm first, right? DM: Yeah. Go ahead when you're ready. Ranger's Player: I dive head-first behind the nearest bit of cover, looking around frantically as I yell, "Guys, something's not right here! I have a bad feeling about this!" DM: "Okay, roll your Perception check... 18? You notice the Kobolds are avoiding the area near the staircase, but you can't make out anything specific in the chaos. You do notice several Kobolds behind the barricade taking aim..." Ranger's Player: "INCOMING! Watch out for the stairs!" *Continues battle* [/QUOTE]
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