Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Rogues and magical traps
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lord Pendragon" data-source="post: 52865" data-attributes="member: 707"><p>I think it all depends on how you envision a magical trap.</p><p></p><p>If you see a magical trap as being invisible, save for a trace of magic that can be picked up by <em>detect magic</em> and removed by <em>dispel magic</em> then I can see people arguing that a rogue simply cannot notice or disarm it. On the other hand, looking at a rogue's other skills such as <em>uncanny dodge</em> and <em>improved evasion</em> one might also argue that a rogue has a certain 'sixth sense' regarding danger. And looking at the rogue ability 'use magic device' one might argue that a rogue has a special way in which he can impose his will on things of magic. Taking these two together, it doesn't seem unbelievable that a rogue could sense an invisible magical trap, and know the right 'mental trick' to foul up the magic.</p><p></p><p>The second option is to see a magical trap as necessarily having a physical component. Perhaps a sigil is disguised in a complex pattern of lines on the ceiling. Perhaps the floor is made of a special kind of stone which can accept magical conditioning. Perhaps the torch in a wall-sconce burns a slightly peculiar color due to the magic it holds. The rogue is adept at spotting these signs, and knows how to disrupt them by modifying the sigil / covering the stone / adding a special oil to the flame.</p><p></p><p>Either way, I'd play it by the books. It's a large part of the rogues' usefulness. It's where they shine. Wizards have <em>polymorph</em> and <em>fireball</em> to make them special. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 52865, member: 707"] I think it all depends on how you envision a magical trap. If you see a magical trap as being invisible, save for a trace of magic that can be picked up by [i]detect magic[/i] and removed by [i]dispel magic[/i] then I can see people arguing that a rogue simply cannot notice or disarm it. On the other hand, looking at a rogue's other skills such as [i]uncanny dodge[/i] and [i]improved evasion[/i] one might also argue that a rogue has a certain 'sixth sense' regarding danger. And looking at the rogue ability 'use magic device' one might argue that a rogue has a special way in which he can impose his will on things of magic. Taking these two together, it doesn't seem unbelievable that a rogue could sense an invisible magical trap, and know the right 'mental trick' to foul up the magic. The second option is to see a magical trap as necessarily having a physical component. Perhaps a sigil is disguised in a complex pattern of lines on the ceiling. Perhaps the floor is made of a special kind of stone which can accept magical conditioning. Perhaps the torch in a wall-sconce burns a slightly peculiar color due to the magic it holds. The rogue is adept at spotting these signs, and knows how to disrupt them by modifying the sigil / covering the stone / adding a special oil to the flame. Either way, I'd play it by the books. It's a large part of the rogues' usefulness. It's where they shine. Wizards have [i]polymorph[/i] and [i]fireball[/i] to make them special. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Rogues and magical traps
Top