Disable device - making it "more fun-er-er"

Describe the trap, and make sure you include multiple triggers. Have the character choose the triggers that they disable. SOmetimes adding a little drama is all you need.


BTW, the book Traps and Treachery is great for tis sort of thing.
 

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nittanytbone said:
Time pressure is the only way to discourage Taking 20 for Search checks.

Any decent rogue will ALWAYS take 20 to search every suspicious surface if there's no reason not to.

Not exactly true--or, to be more accurate myself, there is almost always a reason not to. It is easy to forget how long it takes to actually perform a take 20 search: 2 minutes per 5x5 square. Not bad? Well that means that it will take ten minutes to go down a 25x25 hallway. Search a 20x20 room (which is fairly small as far as many dungeons go)? That will be 32 minutes. Since it was convenient, I just went to my closet and pulled out Defenders of the Faith. The small sample temple to Erythnul (hidden in the wine cellar of a popular tavern) would take 3 hours and 20 minutes just to take 20 on the wine cellar. If you wanted to take 20 on the shrine and the closet, you're looking at 11 hours and 48 minutes.... and that's for a simple three room dungeon. If you wanted to take 20 searching the first floor of the mount baden chapterhouse in the same book, it would take days--and that's before you explore any cellars or the second floor.

Now, let's compare the time to simply search each square in the Erythnul temple once: 35.4 minutes. That's still a fairly long time, but it's much more reasonable. At that pace, you could go through a mid level dungeon and still have some spells active by the time you reach the next room.

The smart rogue does not take 20 on the entire dungeon. If you ask me, the smart rogue takes 20 only on places that are likely to have a trap--chests, strongboxes, vault doors, suspicious statues, etc. Otherwise, even exploring a dangerous dungeon, the rogue will at most roll three times on every square. (Or take ten once and roll once). But that also depends upon the situation.

There are other mitigating factors.

Time is one factor. Time pressure can come from external events (the princess will die at midnight if we don't get the antidote... we have exactly one hour to find it and return). It can also come from competition (we know that the Nazis are also searching for the grail; we have to get there first). Time pressure can also come from the players themselves (OK, we've got ten minutes left on the bless spell and the shields of faith; let's make them last through the next encounter).

IMO, there should nearly always be one of the above kinds of time pressure in a D&D campaign. It won't always be acute, but the question of whether that week is better spent doing a take 20 search of the upper moathouse or scribing scrolls in Hommlet should come up for reasonable players. Similarly, if the PCs want to take a week off searching the dungeons beneath the moathouse with a take 20, they should at least wonder what the cult of the elemental eye will be up to during that time.

Another factor is how difficult it is to actually find things to begin with. In Defenders of the Faith, the search check to notice the new wall in the wine cellar is 15 and the search to find the secret door is DC 20. So, given a second level rogue with a +6 search (we'll assume a 12 intelligence for this exercise, simply rolling once on every square, the odds are 99.998% that the rogue will notice that the wall is of newer construction (perhaps prompting a closer look for secret doors) and 57.75% that the rogue will find the secret door itself on the first try. So if the roll once solution basicly gives you a 99.998% chance of success in 40 minutes (10 minutes to search the wine cellar and another 30 minutes to take 20 on the new wall), along with a 58% chance to succeed right off the bat in 10 minutes, why would you spend 3 hours and 20 minutes? (The answer: only because it's your habit because you're used to absolutely no time pressure at all and super high search DCs). If you're playing in the home game I'm currently playing where even the things the DM describes as simple are DC 40+, maybe you do take 20 whenever you think you can afford to, but if you can reasonably expect a less exacting method to be effective, you're most likely going to use it.

So, that said, how can you make searching for traps more Indiana Jonesish? (Though now that I think about it, I don't actually recall Indy ever searching for traps, just falling into them).

1. Keep track of time. Don't just let players say "we take 20" and then read off the list of treasures. Count out the squares in the room (basic geometry makes this easy to calculate rather than count) and tell the players how long it will take. If nothing else, it will keep players honest with their spell durations.

2. Introduce a living world. Even the vague and soft time pressure of "if we take an extra week, the cult of the elemental eye might do something bad" is enough to make people think twice about taking 20 on an entire dungeon. The thought of "what are the gnolls in the next room going to do if we take three hours to search the entrance hall" should at least dissuade characters from taking 20 anywhere other than on simple, discreet objects like doors, chests, and idols until they have cleared the level.

3. Experiment with more specific outside time pressure like rivals or events (don't get caught in the graveyard after dark; the spirits of the dead walk in the moonlight). Indiana Jones was always racing the Nazis or some other adversary.

4. Make sure that the PCs can find stuff without taking 20. If the key that opens the plot essential door takes a DC 25 search check to find, your rogue will have to take 20 after looking everywhere and not finding it the first time--or the second. On the other hand, if rolling once will usually get what the PCs need then they're much less likely to take 20.
 

Thanks, Elder-B.

In my particular case, there are a few things in my favor: 1) there are "wandering" monsters in the form of the undead crew lurching through the sea caves. 2) there is a time-pressure consideration--they need to stop "Sparrow" from assembling McGuffin pieces to make the Acme Horrible, Evil Artifact (tm).

Thing not in my favor? As soon as they hit Trap #2, it's "I take 20" until the cows come home. They're no dummies, they'll suspect a trap around every corner.

I just need to keep the pressure on 'em as best as I can.
 
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Greetings...

Well, when it comes to traps, I learned the game from a DM who was very big on creating situations where he would describe the trap, and how it worked... and we would have to puzzle out how to best disable it; or to simply avoid it. As such, that gaming style very much affected my own style, and I bring it to the table every time I game; especially when I run a game.

Like Zaruthustran, I suggest you make the situation and trap more descriptive. I wouldn't let the player get away with just rolling a Disable Device check whenever they encounter a trap. Where would the fun be in that? No. I would describe a room/situation that looks suspicious enough that the players would at least make the more cautious players search for a trap.

But who says that the mechanism for disabling the device is in an easily accessible location? Imagine a room where you have swinging blades all going in different directions and timed just right that someone who has to transverse the room is going to have to avoid those blades to get to what appears to be the control mechanism for the trap? – Or the obvious control mechanism for the traps is built into the ceiling… or down a small tunnel. Think of the boiler-room scene in The Rock, where Sean Connery has to tumble through the furnace.

Like Wardo mentioned… time constraints are a good thing... ”As you are inspecting the room, something start to happen. The room starts to slowly fill up with sand, from very small holes that line the walls near the ceiling. By your best guess-estimation you have about six minutes before the piles of sand reach the center of the room. At which time, if undisturbed, the piles of sand at the walls will have reached up about 30’ leaving a remaining 20’ exposed, giving you sort of a bowl effect of sand. The sand is pouring out slow enough that you won’t be buried in it, which would be fine for most people, because they could just pull themselves out of the accumulating sand, and stay on top of the pile. However, a substance very much that which can be found in tanglefoot bags starts oozing and seeping up through the gaps in the floor tiles. You have one round before you find yourselves stepping/standing in the goo. What do you do?”

Make the characters work for it. Would you allow them to ‘disable device’ and just simply bypass the entire trap? I wouldn’t. I would give them one round to avoid the tanglefoot goo. Otherwise they would be glued to the spot. But that’s the least of their worries. Eventually, the room is going to run out of space. What do they do then? Where is the sand pouring in from? I would just let the players ‘stuff the holes with cloth’ and be done with it with a simple Disable Device. Maybe I’d put in a secret trapdoor/passage that is small enough for one person to crawl through, that leads to clockwork mechanisms that will affect the trap.

Also, multiple disable device checks are in order. ”This machinery looks complicated. You don’t know where to start. You can fiddle with it, but you might make things worse. Perhaps the best thing to do is first study it for a few rounds. Do you have engineering skill? On a successful DC of 20 you’ll be able to cut your study time in half. – Looks like your going to have to disable the goo first, then you can disable the pouring sand. Oh, and it seems theres another mechanism here. You don’t know what it does, but it doesn’t seem to be operating. Good thing you took the time to study the mechanism, because if you didn’t… looks like you could trigger this third mechanism to do what it’s designed for. Best to leave sleeping dogs lay eh?”
 

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