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General Tabletop Discussion
*Pathfinder & Starfinder
Passive vs Active skill checks
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5398727" data-attributes="member: 82106"><p>Right, and if you look at the (better) trap examples in various sources you'll see that they have been at least attempting to do that. A lot of the DMG1 traps don't quite make it, but at least they did cover the basics, which need to exist anyway (I mean we kinda did need rules for a pit trap even if it generally on its own isn't much of a trap). </p><p></p><p>The real stickers are puzzle traps and stress traps. Finding them definitely isn't the main point. In a lot of cases they definitely work better if they ARE found before they trip.</p><p></p><p>I know I've said it before but as it stands Perception by RAW gives you at least 3 options with things that are 'hidden'. They can be obvious (IE not really hidden, though they may require a nominal Perception check to spot), they can be non-obvious (requiring a somewhat higher Perception check which may preclude most PCs from spotting them instantly and thus sometimes may go unspotted if the party is lacking in Perception for some reason), well-hidden (stuff the DM would like the party to work to find, probably most traps in likely trap locations), or completely-hidden (nobody will find it, useful for plot devices now and then).</p><p></p><p>The art is in deciding where each trap goes in this spectrum. This requires the DM to really think through why the trap is present, what he wants to get out of it, etc. Traps are awesome but unlike the old 1e AD&D days of "Ohhhhh, too bad Mr. Bill, you didn't make your Find Traps roll in that empty hallway. Awe, he's all gooey now..." traps are more integrated into the overall story and have a variety of functions. Using them is a bit less rote, but RAW definitely gives you some good solid tools to work with.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5398727, member: 82106"] Right, and if you look at the (better) trap examples in various sources you'll see that they have been at least attempting to do that. A lot of the DMG1 traps don't quite make it, but at least they did cover the basics, which need to exist anyway (I mean we kinda did need rules for a pit trap even if it generally on its own isn't much of a trap). The real stickers are puzzle traps and stress traps. Finding them definitely isn't the main point. In a lot of cases they definitely work better if they ARE found before they trip. I know I've said it before but as it stands Perception by RAW gives you at least 3 options with things that are 'hidden'. They can be obvious (IE not really hidden, though they may require a nominal Perception check to spot), they can be non-obvious (requiring a somewhat higher Perception check which may preclude most PCs from spotting them instantly and thus sometimes may go unspotted if the party is lacking in Perception for some reason), well-hidden (stuff the DM would like the party to work to find, probably most traps in likely trap locations), or completely-hidden (nobody will find it, useful for plot devices now and then). The art is in deciding where each trap goes in this spectrum. This requires the DM to really think through why the trap is present, what he wants to get out of it, etc. Traps are awesome but unlike the old 1e AD&D days of "Ohhhhh, too bad Mr. Bill, you didn't make your Find Traps roll in that empty hallway. Awe, he's all gooey now..." traps are more integrated into the overall story and have a variety of functions. Using them is a bit less rote, but RAW definitely gives you some good solid tools to work with. [/QUOTE]
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