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Disabling Magical Traps - Rusty Bucketeers Keep Out
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<blockquote data-quote="FrankTrollman" data-source="post: 1211582" data-attributes="member: 14225"><p>Yes.</p><p></p><p></p><p></p><p>He makes a search check while within 10 feet of the edge of the alarm area. Assuming he made the DC of 26, he then finds it and then can begin "disabling" it. He then starts making disable device rolls (DC 26), if the rogue fails by 5 or more - the Alarm sounds. If the Rogue succeeds, the Alarm is deactivated. If he succeeds by 5 or more, the Alarm is still active but permeable to the Rogue and his friends.</p><p></p><p>As to how this works from a story perspective - the rules don't really say. The abjuration effect itself leaves a faint perterbation in the air - and people who are really good at this sort of thing (Rogues) can spot it when they look for it (take search checks). After that, I think it looks like engineers on Star Trek monkeying with force fields - the air kind of shimmers periodically while the character sits at the base of it and Macgivers it with a screwdriver.</p><p></p><p></p><p></p><p>It is a magical trap, and therefore it can be found and disabled just like any other.</p><p></p><p></p><p></p><p>Well, it activates when <em>anyone</em> comes into range. OTOH, all abjuration effects drop as soon as they are forced against someone. So if the Rogue stands exactly at the edge of the area of effect, and then throws copper pieces at the stone on the door - knocking the stone off the door and a few centimeters towards himself.... then the Rogue hasn't entered the area and the area has been forced against someone so it collapses (failure by more than five involves misjudging the distance and stepping over the line - activating the stone).</p><p></p><p>Now, you can sit around and think up stuff like this for every single magical trap - but honestly the character in question lives in a world where stuff like this actually works and has a much higher Disable Device skill than you or I do. So if you actually <em>can't</em> think of a way to disable a magical trap, just assume that the character is a lot better at this sort of thing than you are and has some kind of elaborate mechanism involving a bag of flour, a spatula, and some chewing gum that somehow does the trick.</p><p></p><p>-Frank</p></blockquote><p></p>
[QUOTE="FrankTrollman, post: 1211582, member: 14225"] Yes. He makes a search check while within 10 feet of the edge of the alarm area. Assuming he made the DC of 26, he then finds it and then can begin "disabling" it. He then starts making disable device rolls (DC 26), if the rogue fails by 5 or more - the Alarm sounds. If the Rogue succeeds, the Alarm is deactivated. If he succeeds by 5 or more, the Alarm is still active but permeable to the Rogue and his friends. As to how this works from a story perspective - the rules don't really say. The abjuration effect itself leaves a faint perterbation in the air - and people who are really good at this sort of thing (Rogues) can spot it when they look for it (take search checks). After that, I think it looks like engineers on Star Trek monkeying with force fields - the air kind of shimmers periodically while the character sits at the base of it and Macgivers it with a screwdriver. It is a magical trap, and therefore it can be found and disabled just like any other. Well, it activates when [i]anyone[/i] comes into range. OTOH, all abjuration effects drop as soon as they are forced against someone. So if the Rogue stands exactly at the edge of the area of effect, and then throws copper pieces at the stone on the door - knocking the stone off the door and a few centimeters towards himself.... then the Rogue hasn't entered the area and the area has been forced against someone so it collapses (failure by more than five involves misjudging the distance and stepping over the line - activating the stone). Now, you can sit around and think up stuff like this for every single magical trap - but honestly the character in question lives in a world where stuff like this actually works and has a much higher Disable Device skill than you or I do. So if you actually [i]can't[/i] think of a way to disable a magical trap, just assume that the character is a lot better at this sort of thing than you are and has some kind of elaborate mechanism involving a bag of flour, a spatula, and some chewing gum that somehow does the trick. -Frank [/QUOTE]
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