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<blockquote data-quote="Dausuul" data-source="post: 4432023" data-attributes="member: 58197"><p>You know what makes me really, really happy about this article? The fact that the phrase "control panel" is completely absent. That's the one thing that really cheeses me off about the traps in the DMG - half of them have control panels for no discernible reason.</p><p></p><p>These new traps are much better designed. Instead of making Thievery checks against a control panel, you make them against the actual elements of the trap; trigger plates, falling doors, and so forth.</p><p></p><p>As regards Perception DCs, I tend to agree that they're too easy. As a general rule, I think the DC should be high enough that a character trained in Perception can succeed on a passive check, but most untrained characters can't. That rewards the PC who trained in Perception and makes him/her feel special, while at the same time not derailing the adventure if the party lacks a Perception-monkey.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 4432023, member: 58197"] You know what makes me really, really happy about this article? The fact that the phrase "control panel" is completely absent. That's the one thing that really cheeses me off about the traps in the DMG - half of them have control panels for no discernible reason. These new traps are much better designed. Instead of making Thievery checks against a control panel, you make them against the actual elements of the trap; trigger plates, falling doors, and so forth. As regards Perception DCs, I tend to agree that they're too easy. As a general rule, I think the DC should be high enough that a character trained in Perception can succeed on a passive check, but most untrained characters can't. That rewards the PC who trained in Perception and makes him/her feel special, while at the same time not derailing the adventure if the party lacks a Perception-monkey. [/QUOTE]
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