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General Tabletop Discussion
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Illusionary floor pit trap, what's the saving throw?
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<blockquote data-quote="sullivan" data-source="post: 1988197" data-attributes="member: 28152"><p>But they are still mechanical, and there is still that momment of contact. Plus there is that problem that your are changing a saving throw for a spell, that the mind influencing portion of it is taken out of play.</p><p> </p><p>Actually looking back though my post I have another thought. At the moment that their foot is falling into the hole they get a Will saving throw. Failure means they don't believe their foot could be going through. If they make the saving throw they get the DC 20/DC 25 Reflex as per normal pit trap. Failure means....hmmm, they take a header and get a chance to Climb check at those horrific Surface+20 DCs once the Illusion is obvious to them.</p><p> </p><p>That saving throw might also be explained as noticing small pebbles passing into the illusion, dust swirling incorrectly, etc. as you get close to the illusion. Thus that meets the "interaction" requirement to get a saving throw.</p><p> </p><p>EDIT: Actually that could also take away the extra DC 20/DC 25 check. So failure means Climb check (if they ask for it) and success means they notice something isn't right and catch themselves before going through.</p></blockquote><p></p>
[QUOTE="sullivan, post: 1988197, member: 28152"] But they are still mechanical, and there is still that momment of contact. Plus there is that problem that your are changing a saving throw for a spell, that the mind influencing portion of it is taken out of play. Actually looking back though my post I have another thought. At the moment that their foot is falling into the hole they get a Will saving throw. Failure means they don't believe their foot could be going through. If they make the saving throw they get the DC 20/DC 25 Reflex as per normal pit trap. Failure means....hmmm, they take a header and get a chance to Climb check at those horrific Surface+20 DCs once the Illusion is obvious to them. That saving throw might also be explained as noticing small pebbles passing into the illusion, dust swirling incorrectly, etc. as you get close to the illusion. Thus that meets the "interaction" requirement to get a saving throw. EDIT: Actually that could also take away the extra DC 20/DC 25 check. So failure means Climb check (if they ask for it) and success means they notice something isn't right and catch themselves before going through. [/QUOTE]
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Illusionary floor pit trap, what's the saving throw?
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