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Rogues and the Alarm Spell
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<blockquote data-quote="jgbrowning" data-source="post: 1625004" data-attributes="member: 5724"><p>To clairify,</p><p></p><p>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 <strong>can</strong> 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I think that's a workable definition so far, but I'm sure it could be better.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 1625004, member: 5724"] 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 [b]can[/b] 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. [/QUOTE]
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