delericho
Legend
Ourph said:Then why did the Rogue search for traps on the lever in the first place?
I must agree - it's entirely reasonable that there's a trap on the lever. (Well, except that building that trap in that location, under those conditions is itself just utterly stupid - see my post at the bottom of page 12 for a long explanation of just why that is.)
A trap is an "encounter" just like any other encounter. It has a CR and you get XP for overcoming it. A level appropriate encounter is, on average, supposed to consume 1/5 of the party's daily resources.
It's supposed to have that potential, but it's not a given. If the party successfully sneaks past the Ogres guarding the prison, they've used 0 of their daily resources but have defeated the challenge, so get XP. If they trick the Ogres into thinking they're needed elsewhere, they've used 0 of their daily resources but have defeated the challenge, so get XP. If they somehow persuade the Ogres to betray their employers, they have not only used 0 of their daily resources but have actually added to them, and have defeated the challenge, and so gain XP.
If the Rogue detects a trap and disarms it, the party have used 0 of their daily resources, it is true, but they have defeated the encounter, and should gain XP for it. A trap that, if triggered, will kill a PC 95% of the time is of a CR at least Average Party Level +2... even if it is detected at DC 10.
A CR appropriate trap which is automatically detectable by the Rogue character taking 20 consumes close to 0 of the party's resources.
That's why you put your traps in places the Rogue is unlikely to look for traps, so that using the character's ability becomes a matter of good play, rather than a cheap and easy way to gain XP. The trick is to put the traps in places where the Rogue is unlikely to think to look but which, in hindsight, are obvious. A big lever in an otherwise empty room with a secret door is not such a location.