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General Tabletop Discussion
*TTRPGs General
Pre-rolling trap checks
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<blockquote data-quote="Janx" data-source="post: 3121429" data-attributes="member: 8835"><p>I was looking at a random dungeon I'm going to use tonight, a thought occurred to me.</p><p></p><p>If a DM has the PCs Spot, Search, and Find Trap #'s available before the session, he could go through his notes and pre-roll the checks where they matter for the PCs.</p><p></p><p>For example, my dungeon has a DC21 trap. Rather than clueing in the PCs that there's a trap because I'm rolling. Or making the rogue declare a "search for traps" check every 5 feet, I could just assume the rogue would always be doing that, and take care of the matter at the point it actually matters, the real trap.</p><p></p><p>The result then, would be that I would KNOW the trap is going to spring (or not) and simply describe what happens next in a more seemless fashion.</p><p></p><p>Doing this method would require the players trust, and you would have to tell them that you effectively assumed the PCs (rogue in particular) are always looking for traps (not a take 10 or take 20, but still, always looking, especially at doors and such). Thus getting the benefit of the doubt, but closing the door on "but I woulda done this...." arguments when the trap springs.</p><p></p><p>A tweak on this, would be to simply roll the skill check and write down the result for that trap. When the PCs come up to it, you could add +10 or +20 if you felt they would have approached it cautiously (take 10 or take 20).</p></blockquote><p></p>
[QUOTE="Janx, post: 3121429, member: 8835"] I was looking at a random dungeon I'm going to use tonight, a thought occurred to me. If a DM has the PCs Spot, Search, and Find Trap #'s available before the session, he could go through his notes and pre-roll the checks where they matter for the PCs. For example, my dungeon has a DC21 trap. Rather than clueing in the PCs that there's a trap because I'm rolling. Or making the rogue declare a "search for traps" check every 5 feet, I could just assume the rogue would always be doing that, and take care of the matter at the point it actually matters, the real trap. The result then, would be that I would KNOW the trap is going to spring (or not) and simply describe what happens next in a more seemless fashion. Doing this method would require the players trust, and you would have to tell them that you effectively assumed the PCs (rogue in particular) are always looking for traps (not a take 10 or take 20, but still, always looking, especially at doors and such). Thus getting the benefit of the doubt, but closing the door on "but I woulda done this...." arguments when the trap springs. A tweak on this, would be to simply roll the skill check and write down the result for that trap. When the PCs come up to it, you could add +10 or +20 if you felt they would have approached it cautiously (take 10 or take 20). [/QUOTE]
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Pre-rolling trap checks
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