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Rogues v. Traps

Gizzard

First Post
So, searching for traps should be one of the Rogues major functions, but it seems that the mechanics of the rules make this too time consuming to be useful. "I search this 5x5 area as a full round action. Now I search that one. In about 30 minutes I'll have worked my way down this passage...."

Do your Rogues search every hallway for traps?

I wonder if this ability would work better if it was similar to the Elves automatic chance to see a secret door.
 

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Well, a full round is only 6 seconds. So to search a 60' corridor which is 10' wide would take .1 * 12 * 2 = 2.4 minutes.

However, tough traps have DCs higher than 20. So if you really want to find those, and the DM doesn't provide set up some clues about areas more likely to be trapped, the rogue has to take 20 on each of those squares...
 

However, tough traps have DCs higher than 20. So if you really want to find those, and the DM doesn't provide set up some clues about areas more likely to be trapped, the rogue has to take 20 on each of those squares...

You can't take 20 when there is a negative consequence for failure. Taking 20 assumes that, according to the law of averages, if you roll a d20 20 times you will roll a 20 on one of them. It also assumes that you will roll a 1. So when you take 20, you, in effect, roll every number on the die once. That could be very bad for the rogue... but I have good news! He'll find the trap! ;)
 

By the rules, you definitely can Take 20 on a Search check -- there is no automatic failure for rolling 1 with Search. There's nothing in Search that says failing sets off a trap.

To the original poster's question, I agree -- my group has found this to be a problem and point of debate. On the one hand, it seems like it's too slow. But on the other hand, there's actually no in-game penalty for PC's going so slow! Uncooperative players can just say "so what, I don't care how long it takes, I search every space".

There have been other threads on this issue. To put it briefly, as DM my answer is to enforce wandering monster checks regularly, and inform my players as to the exact likelihood of an encounter, so they can make their own choices. Other people's response is to always have a time-based threat, such as an invasion, eruption, prisoner to be sacrificed, etc.
 

A trap doesn't go off if you fail to see it. A trap only goes off when (if) you step on it, or do whatever it is that triggers the trap. Search is specifically mentioned in the rules as an example of a common take-20 skill. In fact I'd say that search is what makes the take-20 rule worthwhile.

[Edit: If the server hadn't taken 2 minutes to process my reply, it wouldn't be redundant. :) ]
 
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I know originally in 3.5 there was talked of giving rogues a trap sense where basically they got an automatic search check when in 5 ft of a trap. It was brilliant idea to simplfy the game, and they chickened out and made it an epic feat:(

So I give it to all rogues as a house rule.
 

Once you get to mid levels, a rogue who has focussed in trap detection, can often find traps while taking ten and thus eliminate the need for time consuming taking of 20. (at 6th level, 9 ranks, plus an int bonus of 2, and a lens of detection is quite good and by 10th level, a bonus of +20 is quite possible--that'll find most traps while taking ten). Until then, the simple expedient of triple checking each square (in a 5' path--no need for more) will get the rogue down the 60' coridor in 3.6 minutes or 7.2 minutes if he triple checks every 5' square.
 

Rogues vs. traps

At low levels my rogue took 20 on areas which were "likely" to be trapped. This includes doors, doorways and chests. She did not search for traps in areas she did not deem as high risk. Generally, she didn't check hallways for traps unless something seemed "off" to her. We did get nailed a couple times when a trap was in an unusual place, but she caught the majority of them. Once she hit the mid-levels and her search checks were high enough, she began to take 10 and search pretty much everywhere, while continuing to still take 20 on the "likely" areas. This has worked well for our group, striking the balance of not wasting too much time while still being reasonably through.
 
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"It's a trap!"

Sorry, couldn't resist.
 


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