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<blockquote data-quote="5ekyu" data-source="post: 7740109" data-attributes="member: 6919838"><p>Imaculata </p><p>"I treat such traps in exactly the same way. "</p><p></p><p>Your examples say differently.</p><p></p><p>You give examples of clues leading to detection of both magical and non-magical traps. You show examples of using mechanical obvious real world mechanics common sense to disarm the mechanicals. Easily done since we have all some shared frame work for that.</p><p></p><p>Magical traps dive straight after sparky spot into maybe an arcane check needed for info, identify, detect type of magic, and even to not even disarming but sometime later setting it off.</p><p></p><p>Why wasnt there a clear obvious set of steps to disable that magic one?</p><p></p><p>Why so many checks, seeming spells cast etc?</p><p></p><p>Again, what about disease? Does my medicine ecpert guy need me to know cpr is bad for stab wounds? Even some politician doctors may be confused by that one.</p><p></p><p>Obviously, tables have different rules, but in my experience the more the gm empowers "auto-approach-success" the more valuable the skills that dont have obvious real world "approaches" become and the more "dump staty" areas where player is knowledgeable become.</p><p></p><p>The most egregious area of that in my ecperience is not traps but social skills where the same principle can let a socialy adept player give a good pitch, well thought out, avoid pitfalls and basically never need worry about the characters 8 cha and lack of persuasion. </p><p></p><p>But, likley thats not a problem in your games.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7740109, member: 6919838"] Imaculata "I treat such traps in exactly the same way. " Your examples say differently. You give examples of clues leading to detection of both magical and non-magical traps. You show examples of using mechanical obvious real world mechanics common sense to disarm the mechanicals. Easily done since we have all some shared frame work for that. Magical traps dive straight after sparky spot into maybe an arcane check needed for info, identify, detect type of magic, and even to not even disarming but sometime later setting it off. Why wasnt there a clear obvious set of steps to disable that magic one? Why so many checks, seeming spells cast etc? Again, what about disease? Does my medicine ecpert guy need me to know cpr is bad for stab wounds? Even some politician doctors may be confused by that one. Obviously, tables have different rules, but in my experience the more the gm empowers "auto-approach-success" the more valuable the skills that dont have obvious real world "approaches" become and the more "dump staty" areas where player is knowledgeable become. The most egregious area of that in my ecperience is not traps but social skills where the same principle can let a socialy adept player give a good pitch, well thought out, avoid pitfalls and basically never need worry about the characters 8 cha and lack of persuasion. But, likley thats not a problem in your games. [/QUOTE]
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