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Find the Path Clarification
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<blockquote data-quote="Piratecat" data-source="post: 2829077" data-attributes="member: 2"><p><strong>> Would the spell direct you to objects you would need along the way?</strong></p><p></p><p>No. It will tell you "open the door with the key," but it won't give you any indication where that key may be.</p><p></p><p><strong>> Does the spell tell you how to open a secret door?</strong></p><p></p><p>Yes. </p><p></p><p><strong>> What if the path has to go through a teleporter or some similar enchanted obstacle that requires a password to activate? </strong></p><p></p><p>The spell only provides for a physical route. It would ignore teleporters, and possibly tell you to dig through a wall if you were trying to get to a secret room that was teleporter-equipped.</p><p></p><p><strong>> Does FTP let the caster know the password?</strong></p><p></p><p>Although not for a teleporter (see above), FTP does tell you the correct command word needed to open passages and disarm traps.</p><p></p><p><strong>> What if a special object is required? Would FTP direct you to the object first?</strong></p><p></p><p>Nope. It would tell you that you needed that object, though. It <em>wouldn't </em> tell you until you actually needed it. If you needed to pluck a plant from outside the cave in order to open a secret door at the end of the complex, you'd be right outside that door before you realized that the plant would be useful.</p><p></p><p><strong>> Does that mean that the person with FTP *CAN* find traps and knows how to bypass them? </strong></p><p></p><p>Yup. Note that some traps can't be bypassed. If there's a 20' deep pit in the middle of the corridor, the spell would warn you about it, but only to the extent of "jump or fly over".</p><p></p><p><strong>> I figured that Find the Path should do one of these:</strong></p><p><strong>> 3) The spell will guide you on the most direct route (like a GPS system) and tell you how to get around *any* trap.</strong></p><p></p><p>#3 is the right one! Sort of... if there is no way to disarm a trap, the spell will not tell you that the trap is there. If the trap can only be activated by a creature, the spell also wopn't warn you about the trap.</p><p></p><p>Unlike a lot of folks, we've had no problems whatsoever with <em>find the path</em> in Sagiro's or my own campaign. Its biggest weakness is that it doesn't take into account the actions of creatures. This allows for the utter suckering of PCs who grow dependent on it. Add one trap that won't go off unless a creature flips a switch, and you're bound to take the heroes by surprise.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 2829077, member: 2"] [b]> Would the spell direct you to objects you would need along the way?[/b] No. It will tell you "open the door with the key," but it won't give you any indication where that key may be. [b]> Does the spell tell you how to open a secret door?[/b] Yes. [b]> What if the path has to go through a teleporter or some similar enchanted obstacle that requires a password to activate? [/b] The spell only provides for a physical route. It would ignore teleporters, and possibly tell you to dig through a wall if you were trying to get to a secret room that was teleporter-equipped. [b]> Does FTP let the caster know the password?[/b] Although not for a teleporter (see above), FTP does tell you the correct command word needed to open passages and disarm traps. [b]> What if a special object is required? Would FTP direct you to the object first?[/b] Nope. It would tell you that you needed that object, though. It [i]wouldn't [/i] tell you until you actually needed it. If you needed to pluck a plant from outside the cave in order to open a secret door at the end of the complex, you'd be right outside that door before you realized that the plant would be useful. [b]> Does that mean that the person with FTP *CAN* find traps and knows how to bypass them? [/b] Yup. Note that some traps can't be bypassed. If there's a 20' deep pit in the middle of the corridor, the spell would warn you about it, but only to the extent of "jump or fly over". [b]> I figured that Find the Path should do one of these: > 3) The spell will guide you on the most direct route (like a GPS system) and tell you how to get around *any* trap.[/b] #3 is the right one! Sort of... if there is no way to disarm a trap, the spell will not tell you that the trap is there. If the trap can only be activated by a creature, the spell also wopn't warn you about the trap. Unlike a lot of folks, we've had no problems whatsoever with [i]find the path[/i] in Sagiro's or my own campaign. Its biggest weakness is that it doesn't take into account the actions of creatures. This allows for the utter suckering of PCs who grow dependent on it. Add one trap that won't go off unless a creature flips a switch, and you're bound to take the heroes by surprise. [/QUOTE]
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