Explosive Runes inside locked spellbook

Any rogue with enough skill in Search to find a trap like explosive runes has powers of perception beyond that of mere real-life mortals such as ourselves. I'd definitely allow the Rogue to find the trap (otherwise the skill is useless, as others have pointed out).

If you need justification, there are many explanations for what the rogue notices: a weird intuitive feeling. A page of the book suspiciously out of place. A strange purple-haired elf mage dressed in read looking at you expectantly, etc.
 

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I would've allowed the rogue to find it. Kinda pointless to go into such specifics, and further, I try to adhere to the rule that 'when in doubt, rule in favor of the PC'. I know, it's hard, but increases enjoyment of the game.
 

irdeggman said:
Let's see how you have affect future game play.

The rogue checks for traps at a locked door. Rolls real high and you tell him he's sure there aren't any.
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Checks for traps - again rolls high and you tell him he's sure there aren't any.
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Except that the Search roll is supposed to be done by the DM and the result hidden from the player. Or don't you play it that way?

At the beginning of each game session, I have the players roll a d20 up to four times and I record the result of each one. When I need a secret roll, I choose one of the d20's (usually via a die roll) and use that. After a roll is used, it is removed from the list of "candidates" for future rolls. When any single character exhausts their list, I have all players roll additional d20's and I add those rolls to their existing list (making for more possible choices).

This allows the players to make to make the rolls, but to not know which one is being used. It also allows me to make such rolls for the character, without actually rolling a die (I just pick a random number, _then_ look at the player's list and find the d20 roll). :) And sometimes I'll ask for additional rolls even though I haven't used *any* rolls yet, for the same reason. ;)
 

azhrei_fje said:
Except that the Search roll is supposed to be done by the DM and the result hidden from the player. Or don't you play it that way?

The rules only state the DM makes the disable device check - there is no mention of the DM making the search check.

Regardless of who makes the roll - the DM must inform the rogue/character what he "finds". If as explained the roll is high above the DC it is common (again a house-rule or DM option for how much detail is given) tells the player how certain his character is of his findings.

So if you only tell the players that their characters didn't find any traps and then something goes off - the player is either left with the idea that his character doesn't know anything or that he has to check multiple times everytime he checks for traps.

So really this doesn't change my assertation of what the players sill start to expect.
 

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