Note that I routinely expect search checks to be just out of reach of the best searchers take 10, and so (as a PC) I always ensure that someone aiding them (and you cannot take 10 on aiding someone, so a roll is usually needed).Slobber Monster said:without time pressure Searching just isn't likely to require die rolling or induce much excitement.
Wolfwood2 said:I find the Disable Device skill to be kind of boring, to be honest. I'd like to do away with it entirely. Here's how it would work.
If there's a built-in way of bypassing the trap, then you'd find it on a Search check. Like, if there's a drawer that shoots poison bolts at anyone who opens it unless you press a hidden latch at the same time, then you'd find the latch on the search check. (You'd also find the hole the darts shoot out of, so you could plug that up if you want to.)
If there's not a built-in way of bypassing the trap, then the DM just describes it and lets the players figure out how they want to bypass it. "Okay, so your Search check reveals the entire bridge has been rigged to collapse if anyone gets on it. There's no switch or anything. Apparently the beholders float across, and their slaves never come this way."
Or they can walk around the pit trap, or not step on the stones that will trigger the axe pendulum.
I don't see what value Disable Device adds to the game. 9 times out of 10, I can't even picture in my head exactly what the rogue is doing to disable the device.
I've played many published adventures, levels 1 thru 23.....and that's exactly how all the traps in all of those adventures played out.Slobber Monster said:The standard sequence for a BTB trap goes like this in my experience: rogue finds the trap after taking 20 on Search, the group decides it's worth the bother disarming, everyone but the rogue clears out of the area, and finally the rogue either makes the Disable Device check or gets nailed by the trap.
Nail said:I've played many published adventures, levels 1 thru 23.....and that's exactly how all the traps in all of those adventures played out.
By level 21, it was getting abbreviated to the phrase "Standard Operating Procedure", directed at the DM. The only die roll necessary was the Disable Device.
penance said:I think he was trying to show a way that the PC's wouldnt be able to tell what 'exactly' the trap did, and so would have to make a choice between ignoring it and disabling it. That would make it a little more livley than 'ok, DM, just do what we always do.'
I had a good chuckle about the first (DM to Player) dialogue. Luckily, that's not my situation!KarinsDad said:If the adventure is designed by the DM to have a few wandering monsters or time pressures, fine. If not, let the Rogue Take 20 all s/he wants.
Here's the sitation: My players've been stranded on an uncharted island, kidnapped by a pirate revenant ("Jack Sparrow" for simplicity' sake) and his undead crew that is pissed at Our Heroes--they stole a McGuffin from Jack, and he wants it back. He's bringing the McGuffin to his "boss," a ghost pirate captain, anchored to the island (no pun intended), that provided Jack Sparrow with advice. (Jack wasn't a very experienced pirate in life.) In return for advice, Sparrow had been searching for the McGuffin that the PCs managed to nab from him.Dracomeander said:Hope they have spells to do that with. That or they have Improved Unarmed Strike or improvised weapons available. Undead are not subject to non-lethal damage which is what unarmed, unarmored characters are limited to without those other conditions.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.