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Design & Development: Traps is up!
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<blockquote data-quote="Mistwell" data-source="post: 3971655" data-attributes="member: 2525"><p>This new system brings traps in line with other encounters.</p><p></p><p>Right now in 3e, technically you are rolling a spot or listen check to determine when the encounter starts (it's in the DMG). However realistically, rarely was that mechanic used, because encounters just started when a door was opened and the opponents were within line of sight of the party, and the party was within line of sight of the opponents. Really all that meant was that the characters take ten on their spot check and the spot check required was a 5 and so everyone saw everyone else.</p><p></p><p>Similarly, most parties just said "I search the area for traps as I go" when out of combat (which is where most traps were located), which is essentially the same as taking 10 most of the time unless the player says they are spending special time on it (taking 20 or rolling specifically to search). This new system takes those realities into account.</p><p></p><p>You can still specifically search for traps (it sounds like), but the passive search that was always being used, along with the passive spot and listen, are now taken into account in the rules. Which I like. It more accurately replicates what the PCs tend to do anyway with the rules.</p><p></p><p>It doesn't really change much for traps, since realistically a passive check is what was most often used anyway in 3e.</p><p></p><p>What does really change is the nature of traps as encounters, and I think it's a good change. That traps can have multiple detect points, trigger points, initiative count, elements for various characters to "attack" or halt, etc...means a trap is akin to an opponent now, or an environmental challenge in the midst of a battle. That's a great change, and explains even more why they would bring spotting the trap into line with spotting the encounter (a passive check).</p><p></p><p>As far as "Thievery", I suspect that is not a skill, but an ability or feat or talent that Rogues get at first level for free but which other characters would have to take as a feat or talent if they want it. That makes more sense, given the hints we have about "multiclassing".</p></blockquote><p></p>
[QUOTE="Mistwell, post: 3971655, member: 2525"] This new system brings traps in line with other encounters. Right now in 3e, technically you are rolling a spot or listen check to determine when the encounter starts (it's in the DMG). However realistically, rarely was that mechanic used, because encounters just started when a door was opened and the opponents were within line of sight of the party, and the party was within line of sight of the opponents. Really all that meant was that the characters take ten on their spot check and the spot check required was a 5 and so everyone saw everyone else. Similarly, most parties just said "I search the area for traps as I go" when out of combat (which is where most traps were located), which is essentially the same as taking 10 most of the time unless the player says they are spending special time on it (taking 20 or rolling specifically to search). This new system takes those realities into account. You can still specifically search for traps (it sounds like), but the passive search that was always being used, along with the passive spot and listen, are now taken into account in the rules. Which I like. It more accurately replicates what the PCs tend to do anyway with the rules. It doesn't really change much for traps, since realistically a passive check is what was most often used anyway in 3e. What does really change is the nature of traps as encounters, and I think it's a good change. That traps can have multiple detect points, trigger points, initiative count, elements for various characters to "attack" or halt, etc...means a trap is akin to an opponent now, or an environmental challenge in the midst of a battle. That's a great change, and explains even more why they would bring spotting the trap into line with spotting the encounter (a passive check). As far as "Thievery", I suspect that is not a skill, but an ability or feat or talent that Rogues get at first level for free but which other characters would have to take as a feat or talent if they want it. That makes more sense, given the hints we have about "multiclassing". [/QUOTE]
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