Disable device and contact poison trap.

I agree that it's pretty silly to make it so difficult to disarm a contact poison trap.

However, consider that this trap is ONLY triggered by touching the doorknob. It's easy to bypass the trap:
-kick the door in
-turn the doorknob with a cloth (or a glove, or mage hand, or something that doesn't require you to touch the doorknob)

If the PCs decide to do any of these things, a roll shouldn't be necessary.

I think with contact poison, there should be a high DC to find them and a low DC to disable them. A clever trap might use a poison exactly the same color as the doorknob and place it on the underside of the knob in a difficult-to-see spot.

Daniel
 

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gtJormungand - that's what makes it a reflex save, not an attack roll. Whether you get hit or not is based on your actions, not the actions of the trap, and as such, the success of the trap should be based on a roll by the target of the trap and not the trap itself. Just my little effort to add a little consistancy to the game. For instance a pit trap doesn't make an attack roll in order to swallow a character - the character makes a reflex save to avoid falling in the hole.
 

Saeviomagy said:
gtJormungand - that's what makes it a reflex save, not an attack roll. Whether you get hit or not is based on your actions, not the actions of the trap, and as such, the success of the trap should be based on a roll by the target of the trap and not the trap itself. Just my little effort to add a little consistancy to the game. For instance a pit trap doesn't make an attack roll in order to swallow a character - the character makes a reflex save to avoid falling in the hole.

Good point. I do like your idea better, I was just rationalizing the silly rules...
 

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