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*Pathfinder & Starfinder
Rogues v. Traps
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<blockquote data-quote="tensen" data-source="post: 1382328" data-attributes="member: 3022"><p>Note, you didn't actually say anything different then me.. other than you last bit, which is a variation or at least a misinterpretation of what I said. </p><p>Lets go with an example instead:</p><p>Walking down a 10 wide by 60 foot long hallway.</p><p>Party A: (Rogue walking down the hallways not checking for traps.)</p><p>Movement 30. Takes 2 rounds to cross the hallway. And then probably proceeds to check the door at the end of the hallway for traps.</p><p>Note: Some would call this a foolhardy rogue, because he neither checked the hallway at all, and took a single check on the door. </p><p></p><p>Party B: (Rogue walking down the hallway searching for traps.)</p><p>Movement 30, however checking for traps he can only cover a 5 area per round.</p><p>Takes 12 rounds to cross the hallway, assuming everyone is walking single file behind the Rogue. He then promptly checks the door very very carefully, taking 20 on the door.</p><p>Note: This is probably the most usual occurance. </p><p></p><p>Party C: (Rogue walking down the hallway attempting to take 20 searching for traps. This is an anal retentive rogue and a very patient party.)</p><p>Takes 120 minutes to cross the hallway (still single file). Then another 2 minutes on the door.</p><p>Note: Generall I would call this form of Rogue a henchman, because the party is asleep waiting for the completion of the task. Wandering monsters tend to walk around the Rogue who is staring at a spot on the floor for such a time, they assume it is a statue.</p><p></p><p>Party D: (Rogue walking down the hallway attempting to take 20 searching for traps.)</p><p>After a minute, the party barbarian picks up the Rogue and tosses them down the hallway. Having set off no traps, the barbarian continues down the hallway, picks up the Rogue and promptly makes the rogue take 2 minutes checking the Door for traps.</p><p>Note: This variation may be called the fastball special. Highly valid method assuming the rogue has a high reflex save and the traps are targeted at the space the rogue is passing through, isntead of down the corridoor. After a few instances and assuming the Rogue is still alive, after the traps, or attempting to kill the Barbarian... they will have changed their method.</p><p></p><p>Hence.. the Rogue might take 20 on a door. But there is little chance that they will take 20 on anything else, unless they are RATHER sure there is something there. Not a house rule. A logical assumption under the rules. Anything else lacks common sense and playability. Unless the adventuring party is back playing cards for the duration they leave their Rogue to check a hallway. </p><p></p><p>You don't reroll search checks unless you expect to find something, because a failure isn't apparent. Not even a 1 will necessarily set off a trap, because a 1 is not an automatic failure with skill checks.</p></blockquote><p></p>
[QUOTE="tensen, post: 1382328, member: 3022"] Note, you didn't actually say anything different then me.. other than you last bit, which is a variation or at least a misinterpretation of what I said. Lets go with an example instead: Walking down a 10 wide by 60 foot long hallway. Party A: (Rogue walking down the hallways not checking for traps.) Movement 30. Takes 2 rounds to cross the hallway. And then probably proceeds to check the door at the end of the hallway for traps. Note: Some would call this a foolhardy rogue, because he neither checked the hallway at all, and took a single check on the door. Party B: (Rogue walking down the hallway searching for traps.) Movement 30, however checking for traps he can only cover a 5 area per round. Takes 12 rounds to cross the hallway, assuming everyone is walking single file behind the Rogue. He then promptly checks the door very very carefully, taking 20 on the door. Note: This is probably the most usual occurance. Party C: (Rogue walking down the hallway attempting to take 20 searching for traps. This is an anal retentive rogue and a very patient party.) Takes 120 minutes to cross the hallway (still single file). Then another 2 minutes on the door. Note: Generall I would call this form of Rogue a henchman, because the party is asleep waiting for the completion of the task. Wandering monsters tend to walk around the Rogue who is staring at a spot on the floor for such a time, they assume it is a statue. Party D: (Rogue walking down the hallway attempting to take 20 searching for traps.) After a minute, the party barbarian picks up the Rogue and tosses them down the hallway. Having set off no traps, the barbarian continues down the hallway, picks up the Rogue and promptly makes the rogue take 2 minutes checking the Door for traps. Note: This variation may be called the fastball special. Highly valid method assuming the rogue has a high reflex save and the traps are targeted at the space the rogue is passing through, isntead of down the corridoor. After a few instances and assuming the Rogue is still alive, after the traps, or attempting to kill the Barbarian... they will have changed their method. Hence.. the Rogue might take 20 on a door. But there is little chance that they will take 20 on anything else, unless they are RATHER sure there is something there. Not a house rule. A logical assumption under the rules. Anything else lacks common sense and playability. Unless the adventuring party is back playing cards for the duration they leave their Rogue to check a hallway. You don't reroll search checks unless you expect to find something, because a failure isn't apparent. Not even a 1 will necessarily set off a trap, because a 1 is not an automatic failure with skill checks. [/QUOTE]
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