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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Giving an AD&D feel to 5e
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<blockquote data-quote="touc" data-source="post: 8240684" data-attributes="member: 19270"><p>Not what I meant. I meant 5E makes it easy to fall into that trap of allowing a d20 roll to detect every trap and a d20 roll to resolve every trap because of the rules and how many adventures are written:</p><p></p><p><span style="color: rgb(0, 0, 0)"><em>"A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a <a href="https://roll20.net/compendium/dnd5e/Ability%20Scores#h-Wisdom" target="_blank">Wisdom</a> (Perception) check against the trap’s DC....Any character can attempt an <a href="https://roll20.net/compendium/dnd5e/Ability%20Scores#h-Intelligence" target="_blank">Intelligence</a> (Arcana) check to detect or <a href="https://roll20.net/compendium/dnd5e/Combat%20Options#h-Disarm" target="_blank">Disarm</a> a magic trap..."</em></span></p><p><span style="color: rgb(0, 0, 0)"></span></p><p><span style="color: rgb(0, 0, 0)">The sample traps (e.g. collapsing ceiling, net, fire) all have d20 rolls to detect and disable them. And sure, sometimes that makes sense.</span></p><p><span style="color: rgb(0, 0, 0)"></span></p><p><span style="color: rgb(0, 0, 0)">Contrast this with a famous classic. "Show your players graphic #6."</span></p><p><span style="color: rgb(0, 0, 0)"></span></p><p><span style="color: rgb(0, 0, 0)">[ATTACH]135208[/ATTACH]</span></p><p></p><p>In AD&D, no rolls to see if it was a trap. Instead, players had to experiment, say what they were doing. In the 5E conversion, a character who "succeeds on a DC 20 Intelligence (Arcana) check identifies" it. That takes all the experimentation and "play" out of it, imo, even though it's consistent with the rules on traps.</p><p></p><p>This comes up again. "Show your players graphic #20." OMG, a huge pit of spikes. What do we do? In the AD&D version, something happens depending on what players say they're doing. In the 5E conversion: a "DC 20 Wisdom (Perception) check" discovers the nature of the trap and a DC 20 Dexterity check disables it. Boring. Players don't have to puzzle-solve. They've declared they're always looking for traps because, duh, this is a dangerous place.</p><p></p><p><strong>Summary:</strong> it's up to the DM. You can play it more old-school: have players interact and explain what they're doing, avoiding most rolling. Or, you can play it more like a video game: I have my auto-detect on and I right-click to disable the trap once spotted.</p></blockquote><p></p>
[QUOTE="touc, post: 8240684, member: 19270"] Not what I meant. I meant 5E makes it easy to fall into that trap of allowing a d20 roll to detect every trap and a d20 roll to resolve every trap because of the rules and how many adventures are written: [COLOR=rgb(0, 0, 0)][I]"A trap’s description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a [URL='https://roll20.net/compendium/dnd5e/Ability%20Scores#h-Wisdom']Wisdom[/URL] (Perception) check against the trap’s DC....Any character can attempt an [URL='https://roll20.net/compendium/dnd5e/Ability%20Scores#h-Intelligence']Intelligence[/URL] (Arcana) check to detect or [URL='https://roll20.net/compendium/dnd5e/Combat%20Options#h-Disarm']Disarm[/URL] a magic trap..."[/I] The sample traps (e.g. collapsing ceiling, net, fire) all have d20 rolls to detect and disable them. And sure, sometimes that makes sense. Contrast this with a famous classic. "Show your players graphic #6." [ATTACH]135208[/ATTACH][/COLOR] In AD&D, no rolls to see if it was a trap. Instead, players had to experiment, say what they were doing. In the 5E conversion, a character who "succeeds on a DC 20 Intelligence (Arcana) check identifies" it. That takes all the experimentation and "play" out of it, imo, even though it's consistent with the rules on traps. This comes up again. "Show your players graphic #20." OMG, a huge pit of spikes. What do we do? In the AD&D version, something happens depending on what players say they're doing. In the 5E conversion: a "DC 20 Wisdom (Perception) check" discovers the nature of the trap and a DC 20 Dexterity check disables it. Boring. Players don't have to puzzle-solve. They've declared they're always looking for traps because, duh, this is a dangerous place. [B]Summary:[/B] it's up to the DM. You can play it more old-school: have players interact and explain what they're doing, avoiding most rolling. Or, you can play it more like a video game: I have my auto-detect on and I right-click to disable the trap once spotted. [/QUOTE]
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