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Detecting magical traps
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<blockquote data-quote="Thanee" data-source="post: 1599082" data-attributes="member: 478"><p>Yeah, remember, that the rogue can search over and over again, just because he rolls low, it doesn't mean he absolutely cannot find the trap, just that he didn't find it yet.</p><p></p><p>You might want to make those search rolls secretly, btw, since a low roll could tip the player off and lead to metagame another search. It's better to not know the roll, but only the result here.</p><p></p><p>Taking 20 works, but is kinda annoying, since it takes HUGE amounts of ingame time (2 minutes per 5' square).</p><p></p><p>It's a bit hard to find a decent middle way. When I play a rogue, I usually triple check any halfway suspicious areas, while taking 20 where I absolutely expect a trap (i.e some doors/chests).</p><p></p><p>Also to make the life of the rogue a bit easier I have introduced a house rule in my campaign, that allows the rogue to find traps automatically.</p><p></p><p>It works just like the elven detect secret door ability.</p><p></p><p>Whenever the rogue comes within 5' of a trap (i.e. adjacent to a square which the rogue could find a trap in, if searching the square), I make a secret search roll using the rogue's search skill and if it succeeds, tell the player, that a trap has been noticed.</p><p></p><p>So essentially, in my campaign, rogues automatically search every square once, while moving normally (not when running or being distracted, of course, then they don't get the chance, just when moving carefully, something that is to be expected in an unknown area of a dungeon, for example). Only if they want to search more thoroughly, they have to state it (i.e. take 10, take 20, or multiple searches).</p><p></p><p>It mostly saves a lot of time and makes the trapfinding ability more useful. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Bye</p><p>Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 1599082, member: 478"] Yeah, remember, that the rogue can search over and over again, just because he rolls low, it doesn't mean he absolutely cannot find the trap, just that he didn't find it yet. You might want to make those search rolls secretly, btw, since a low roll could tip the player off and lead to metagame another search. It's better to not know the roll, but only the result here. Taking 20 works, but is kinda annoying, since it takes HUGE amounts of ingame time (2 minutes per 5' square). It's a bit hard to find a decent middle way. When I play a rogue, I usually triple check any halfway suspicious areas, while taking 20 where I absolutely expect a trap (i.e some doors/chests). Also to make the life of the rogue a bit easier I have introduced a house rule in my campaign, that allows the rogue to find traps automatically. It works just like the elven detect secret door ability. Whenever the rogue comes within 5' of a trap (i.e. adjacent to a square which the rogue could find a trap in, if searching the square), I make a secret search roll using the rogue's search skill and if it succeeds, tell the player, that a trap has been noticed. So essentially, in my campaign, rogues automatically search every square once, while moving normally (not when running or being distracted, of course, then they don't get the chance, just when moving carefully, something that is to be expected in an unknown area of a dungeon, for example). Only if they want to search more thoroughly, they have to state it (i.e. take 10, take 20, or multiple searches). It mostly saves a lot of time and makes the trapfinding ability more useful. ;) Bye Thanee [/QUOTE]
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