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Mortality Radio # 30: Ed Stark interview available...
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<blockquote data-quote="Steverooo" data-source="post: 816480" data-attributes="member: 9410"><p><strong>Trap-Making Revisited</strong></p><p></p><p>Okay, let's look at Craft (Trapmaking), and apply it to the Ranger, and also the Rogue...</p><p></p><p>First of all, there are no traps listed in the PHB, so no prices... Okay, let's assume we need a rope to set a snare... That's 1 GP, but what's the price to make the snare?</p><p></p><p>We don'no'... So, how long does it take to make the snare? Same answer. So let's assume the snare is FREE. Okay, so what's the DC for the Craft (Trapmaking) check? 5 (Very Simple)? 10 (Typical)? 12 (Simple Melee/Thrown Weapon)? 15 (High Quality/Martial Melee/Thrown Weapon)? 20 (Complex)? In any case, the minimum time to Craft (Trap) is one day.</p><p></p><p>But wait! Wilderness Lore says that the Ranger only needs to spend half a day to get food and water, possibly for more than one person, but he has to spend longer than that making the snare?</p><p></p><p>Now apply the same logic to the Rogue...</p><p></p><p>Setting traps is an area of 3e that has been <em>pretty much</em> left out. The DMG gives a lot of space to typical traps, but very little to making them. Obviously, this isn't something the designers wanted PCs getting into.</p><p></p><p>DMG:114-115 gives the "Building Mechanical Traps" rules. Here it states that it takes one week and 1,000 GP per point of CR to make a trap. Snares aren't listed, but a large net trap is CR 1. Thus, one week to set!</p><p></p><p>Obviously, a Ranger (or Rogue) can neither use that to gain food, nor against foes. Therefore; Craft (Trapmaking) is unusable for a Ranger, in-game, except during a week or more of downtime. Setting snares it is not, so it doesn't solve the problem.</p><p></p><p>Here's my solution:</p><p></p><p></p><p><strong>Trapsetting</strong> (General)</p><p>You are familiar with deadfalls, limb-traps, nets, pits, snares, and other such simple traps usable in the outdoors.</p><p><strong>Prerequisite:</strong> Free with Wilderness Lore 1+.</p><p><strong>Benefit:</strong> You can set deadfalls and snares, or concealed pit traps, with a DC of up to 20, making them out of natural materials at hand.</p><p></p><p>This is a General Feat, available to anyone, with a Prerequisite of one or more Ranks in Wilderness Lore/Survival. Rangers get it as a freebie at level one, but it is only usable IF they have WL 1+. Craft (Trapmaking) is reserved for making complex mechanical traps with DC 20+.</p></blockquote><p></p>
[QUOTE="Steverooo, post: 816480, member: 9410"] [b]Trap-Making Revisited[/b] Okay, let's look at Craft (Trapmaking), and apply it to the Ranger, and also the Rogue... First of all, there are no traps listed in the PHB, so no prices... Okay, let's assume we need a rope to set a snare... That's 1 GP, but what's the price to make the snare? We don'no'... So, how long does it take to make the snare? Same answer. So let's assume the snare is FREE. Okay, so what's the DC for the Craft (Trapmaking) check? 5 (Very Simple)? 10 (Typical)? 12 (Simple Melee/Thrown Weapon)? 15 (High Quality/Martial Melee/Thrown Weapon)? 20 (Complex)? In any case, the minimum time to Craft (Trap) is one day. But wait! Wilderness Lore says that the Ranger only needs to spend half a day to get food and water, possibly for more than one person, but he has to spend longer than that making the snare? Now apply the same logic to the Rogue... Setting traps is an area of 3e that has been [I]pretty much[/I] left out. The DMG gives a lot of space to typical traps, but very little to making them. Obviously, this isn't something the designers wanted PCs getting into. DMG:114-115 gives the "Building Mechanical Traps" rules. Here it states that it takes one week and 1,000 GP per point of CR to make a trap. Snares aren't listed, but a large net trap is CR 1. Thus, one week to set! Obviously, a Ranger (or Rogue) can neither use that to gain food, nor against foes. Therefore; Craft (Trapmaking) is unusable for a Ranger, in-game, except during a week or more of downtime. Setting snares it is not, so it doesn't solve the problem. Here's my solution: [B]Trapsetting[/B] (General) You are familiar with deadfalls, limb-traps, nets, pits, snares, and other such simple traps usable in the outdoors. [B]Prerequisite:[/B] Free with Wilderness Lore 1+. [B]Benefit:[/B] You can set deadfalls and snares, or concealed pit traps, with a DC of up to 20, making them out of natural materials at hand. This is a General Feat, available to anyone, with a Prerequisite of one or more Ranks in Wilderness Lore/Survival. Rangers get it as a freebie at level one, but it is only usable IF they have WL 1+. Craft (Trapmaking) is reserved for making complex mechanical traps with DC 20+. [/QUOTE]
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