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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Does the Trapsense ability, for a Rogue, come into play in this situation?
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<blockquote data-quote="isoChron" data-source="post: 1837606" data-attributes="member: 5927"><p>Sorry. I didn't mean that the use of the skill search will trigger a trap but walking all around the room to search each square will trigger most traps if you don't notice them (because of the bad search skills of most characters).</p><p></p><p></p><p>OK, this example was a bit stressing. But I don't see why a villian would always only secure the door, not other key locations. If he knows the party must come through this narrow hallway he is free where to plant his surprise. Most traps have a switch or another mean to circumvent them (the villian don't want to suffer from his own trap). These may be found by a spot check (see spot to notice something unusual).</p><p>The invisible oger on the field can also be spotted. The footprints end at someplace in the gras. A butterfly hits the oger and drops ... the stench of an oger is a hint to. But that is not the point.</p><p>Most traps I place can be anticipated because I told the players via NPC that the place is full of traps. A skeleton lies in the middle of the hall way. The last trap in the same dungeon was on the seventh step of the stairway and the next may be, too.</p><p></p><p>All is just my opinion and as a DM you are always free to grant a save or an Attack/AC for a trap that normaly has none. I just don't see why the PC deserve a white satin glove <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> . Instakillatraps with no clue or hint are a bad thing but moderate damage or stunning or something like that is no problem for me.</p></blockquote><p></p>
[QUOTE="isoChron, post: 1837606, member: 5927"] Sorry. I didn't mean that the use of the skill search will trigger a trap but walking all around the room to search each square will trigger most traps if you don't notice them (because of the bad search skills of most characters). OK, this example was a bit stressing. But I don't see why a villian would always only secure the door, not other key locations. If he knows the party must come through this narrow hallway he is free where to plant his surprise. Most traps have a switch or another mean to circumvent them (the villian don't want to suffer from his own trap). These may be found by a spot check (see spot to notice something unusual). The invisible oger on the field can also be spotted. The footprints end at someplace in the gras. A butterfly hits the oger and drops ... the stench of an oger is a hint to. But that is not the point. Most traps I place can be anticipated because I told the players via NPC that the place is full of traps. A skeleton lies in the middle of the hall way. The last trap in the same dungeon was on the seventh step of the stairway and the next may be, too. All is just my opinion and as a DM you are always free to grant a save or an Attack/AC for a trap that normaly has none. I just don't see why the PC deserve a white satin glove :) . Instakillatraps with no clue or hint are a bad thing but moderate damage or stunning or something like that is no problem for me. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Does the Trapsense ability, for a Rogue, come into play in this situation?
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