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General Tabletop Discussion
*Pathfinder & Starfinder
Healing Potions seem odd
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<blockquote data-quote="KarinsDad" data-source="post: 4399020" data-attributes="member: 2011"><p>One game hour. Two game hours. Even three game hours. Does it really matter?</p><p></p><p>The day is still over way before lunch time.</p><p></p><p>And, the Rogue should not be searching every square for traps. If we run into traps, sure. But, I cannot justify my PC waiting around for hours as the Rogue meticulously finds nothing for hours on end. I'd roleplay my PC to want to "get on with it".</p><p></p><p>Think about it. You have dozens of monters in a dungeon. Should they all be good trap builders? Should they even build them often in the first place if the entire dungeon has other monsters that might come to their aid (remember, they have to avoid their own traps as well)?</p><p></p><p>Orc: "Sorry about killing your troops. We forgot to mention there was a trap there."</p><p>Hobgoblin: "No worries. We breed like rabbits anyway and we just took their stuff."</p><p></p><p>Would this really happen? <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p></p><p>If you have rival monsters in a dungeon, then sure. A few traps might make sense. But, most of them should be fairly crude unless the monsters are real capable with tools and technology. The Rogue should often spot such traps with Passive Perception.</p><p></p><p>There really is no need to search for traps often unless we have an inkling that traps should exist.</p><p></p><p>Yup, we'll walk into one once in a blue moon. But, that's better than either rolling Perception rolls all over the place or Passive Perception where whether the traps get spotted or not is totally at the whim of how the DM created the dungeon in the first place.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4399020, member: 2011"] One game hour. Two game hours. Even three game hours. Does it really matter? The day is still over way before lunch time. And, the Rogue should not be searching every square for traps. If we run into traps, sure. But, I cannot justify my PC waiting around for hours as the Rogue meticulously finds nothing for hours on end. I'd roleplay my PC to want to "get on with it". Think about it. You have dozens of monters in a dungeon. Should they all be good trap builders? Should they even build them often in the first place if the entire dungeon has other monsters that might come to their aid (remember, they have to avoid their own traps as well)? Orc: "Sorry about killing your troops. We forgot to mention there was a trap there." Hobgoblin: "No worries. We breed like rabbits anyway and we just took their stuff." Would this really happen? :lol: If you have rival monsters in a dungeon, then sure. A few traps might make sense. But, most of them should be fairly crude unless the monsters are real capable with tools and technology. The Rogue should often spot such traps with Passive Perception. There really is no need to search for traps often unless we have an inkling that traps should exist. Yup, we'll walk into one once in a blue moon. But, that's better than either rolling Perception rolls all over the place or Passive Perception where whether the traps get spotted or not is totally at the whim of how the DM created the dungeon in the first place. [/QUOTE]
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Healing Potions seem odd
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