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How is a Trap not a Mimic? Question about False Appearance & Traps
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<blockquote data-quote="Charlaquin" data-source="post: 7798398" data-attributes="member: 6779196"><p>I think this problem only really exists if you employ perception/investigation/insight checks with the precipitating action left abstract, and/or determined based on the results of the check. In such a case, yes, the player can "check for traps," no check will be called for because the mimic is indistinguishable from an ordinary object, and the action will accordingly be determined to have been one that had no chance of succeeding at determining that the object was a mimic.</p><p></p><p>On the other hand, if you require the player to describe a specific goal and approach, and determine if it succeeds, fails, or requires a check based on that goal and approach, you open up the door for many more possible outcomes. For example, if the player's approach involves touching the object... Well, they're going to stick to it thanks to the adhesive trait. There's really no chance of that action failing to determine that this object is a mimic, although the player now has bigger problems to deal with. If the player's approach involves... I don't know, throwing something at the mimic... Whatever they throw is also going to stick to the mimic's adhesive, yeah? I guess the character might think the object is sticky for reasons other than it being a mimic, but that's up to the player to decide in my opinion. If the player's approach only involves looking at the object and not touching it, then they can't distinguish it from an ordinary object, and there is no need for a check.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7798398, member: 6779196"] I think this problem only really exists if you employ perception/investigation/insight checks with the precipitating action left abstract, and/or determined based on the results of the check. In such a case, yes, the player can "check for traps," no check will be called for because the mimic is indistinguishable from an ordinary object, and the action will accordingly be determined to have been one that had no chance of succeeding at determining that the object was a mimic. On the other hand, if you require the player to describe a specific goal and approach, and determine if it succeeds, fails, or requires a check based on that goal and approach, you open up the door for many more possible outcomes. For example, if the player's approach involves touching the object... Well, they're going to stick to it thanks to the adhesive trait. There's really no chance of that action failing to determine that this object is a mimic, although the player now has bigger problems to deal with. If the player's approach involves... I don't know, throwing something at the mimic... Whatever they throw is also going to stick to the mimic's adhesive, yeah? I guess the character might think the object is sticky for reasons other than it being a mimic, but that's up to the player to decide in my opinion. If the player's approach only involves looking at the object and not touching it, then they can't distinguish it from an ordinary object, and there is no need for a check. [/QUOTE]
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