jgbrowning
Hero
To clairify,
Not all things that qualify as traps are able to be disabled, say like the use of the Canae tactic, because that is a trap that's not dependent upon a mechanical/magical change of state based upon pre-set design. However, in the case of a mechanical/magical alarm that changes state when a particular pre-set action occurs (bells ring when tripwire is touched, alarm rings when certain area is entered) such a contrivance can be disabled because it has a set pattern of functioning that can be interrupted. That's a trap, even if all the trap does is spray silly string on someone or sound an alarm.
The torch you're describing isn't a trap because it does nothing: it doesn't change according to set circumstances. Were the torch to flash, brighten, or extinguish when someone enters the area, that would be a trap that a rogue could get by.
I don't want you to have the wrong idea about what I think about traps. Traps have to be mechanical/magical. Traps have to have a set response to certain circumstances. Traps have to be able to function independent of an sentient observer's presence even if that means they function poorly, such as an alarm spell when no one's close enough to hear it.
Anything that is mechanical/magical, with a set parameter under which it reacts, that doesn't require intelligence or a traditional D&D creature (golem, undead etc), that's used to hinder a particular action is probably a trap.
I think that's a workable definition so far, but I'm sure it could be better.
joe b.
Not all things that qualify as traps are able to be disabled, say like the use of the Canae tactic, because that is a trap that's not dependent upon a mechanical/magical change of state based upon pre-set design. However, in the case of a mechanical/magical alarm that changes state when a particular pre-set action occurs (bells ring when tripwire is touched, alarm rings when certain area is entered) such a contrivance can be disabled because it has a set pattern of functioning that can be interrupted. That's a trap, even if all the trap does is spray silly string on someone or sound an alarm.
The torch you're describing isn't a trap because it does nothing: it doesn't change according to set circumstances. Were the torch to flash, brighten, or extinguish when someone enters the area, that would be a trap that a rogue could get by.
I don't want you to have the wrong idea about what I think about traps. Traps have to be mechanical/magical. Traps have to have a set response to certain circumstances. Traps have to be able to function independent of an sentient observer's presence even if that means they function poorly, such as an alarm spell when no one's close enough to hear it.
Anything that is mechanical/magical, with a set parameter under which it reacts, that doesn't require intelligence or a traditional D&D creature (golem, undead etc), that's used to hinder a particular action is probably a trap.
I think that's a workable definition so far, but I'm sure it could be better.
joe b.
Tatsukun said:So let’s say an NPC has a magic shop. He has a good door, but he’s worried about someone picking the lock. He gets a smith to build a needle trap into it. (1). Then, he sets an ever-burning torch above the door so nobody can linger there without being seen by the city guards who pass buy frequently (as in, there is no cover for hiding). The guards have been told that if the light is ever off, they should assume someone has broken in. (2)
So, number one is clearly a trap. Is your argument that number two is a trap also? Should the rogue be able to use his disable device to get past the torch? Does he somehow create darkness is he can hide? Does he use his skill to turn invisible? Can he do it from the parameter of the light? 20’ away? 40’ ??
It’s starting to sound like you think anything that has a consequence is a trap.
Let’s say there is an iron golem in an alcove of a hallway. He has been told to always stare at the hallway in front of him. If you walk by the alcove, it will get a chance to see (and kill) you.
Is that too a trap? Can a rogue bypass this with his disable device skill? It’s starting to sound like the skill should be ‘bypass any dangerous situation caused by location whatsoever’.
Silly
-Tatsu