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Detecting magical traps
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<blockquote data-quote="Kalendraf" data-source="post: 1599138" data-attributes="member: 3433"><p>In each of these cases, the rogue did a normal 1 minute search and finding nothing, assumed there was no trap. Afterwards, the party began using the detect magic trick. I do the rolls in secret and was rolling very average (8's, 10's, 12's) and even with the rogue's maxed search, it wasn't quite enough to uncover these traps. IIRC, the rogue has 12 ranks in search and +2 for int, putting his search roll at 14, so he'd need a 16 or higher to find them. I think he did find one out of four or so, which is about right given that range.</p><p></p><p>I knew you could take a 20 on things like Open Lock, and that you can take a 20 on normal searches, but I didn't think you could take 20 on searches for traps because failure could have detrimental effects. Maybe we've been handling this wrong. If so, the rogue will be pleased to know this.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1599138, member: 3433"] In each of these cases, the rogue did a normal 1 minute search and finding nothing, assumed there was no trap. Afterwards, the party began using the detect magic trick. I do the rolls in secret and was rolling very average (8's, 10's, 12's) and even with the rogue's maxed search, it wasn't quite enough to uncover these traps. IIRC, the rogue has 12 ranks in search and +2 for int, putting his search roll at 14, so he'd need a 16 or higher to find them. I think he did find one out of four or so, which is about right given that range. I knew you could take a 20 on things like Open Lock, and that you can take a 20 on normal searches, but I didn't think you could take 20 on searches for traps because failure could have detrimental effects. Maybe we've been handling this wrong. If so, the rogue will be pleased to know this. [/QUOTE]
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