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Rolling Without a Chance of Failure (I love it)
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<blockquote data-quote="Maxperson" data-source="post: 8442819" data-attributes="member: 23751"><p>Let's let [USER=6779196]@Charlaquin[/USER] answer the question. If there's a trapped drawer and I describe to you how I slide my knife through the space under the drawer(and that's all I describe to you), and the trap is not there, do I get a roll to find the trap anyway?</p><p></p><p>Yes and no. </p><p></p><p>It doesn't make sense that trap makers always have signs/clues pointing to where the traps are. Traps are made to be hidden and hard to figure out. Otherwise they are useless as traps and are just hazards. So making an oddly shaped lock to indicate that the lock is trapped does not make sense. The occasional trap where there's a scorch mark or whatever clue caused by a previous trigger is fine. </p><p></p><p>It does make sense that a player can say, "I look into the keyhole to see if I can see a needle." or something similar, and have a much better or even automatic success, depending on how the needle trap is constructed.</p><p></p><p>Sure. I'm not saying that it's big bad wrong fun or anything. The DM can put neon signs and arrows showing exactly where all the traps are and what they do, and if everyone in the game is having fun, it's all good.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 8442819, member: 23751"] Let's let [USER=6779196]@Charlaquin[/USER] answer the question. If there's a trapped drawer and I describe to you how I slide my knife through the space under the drawer(and that's all I describe to you), and the trap is not there, do I get a roll to find the trap anyway? Yes and no. It doesn't make sense that trap makers always have signs/clues pointing to where the traps are. Traps are made to be hidden and hard to figure out. Otherwise they are useless as traps and are just hazards. So making an oddly shaped lock to indicate that the lock is trapped does not make sense. The occasional trap where there's a scorch mark or whatever clue caused by a previous trigger is fine. It does make sense that a player can say, "I look into the keyhole to see if I can see a needle." or something similar, and have a much better or even automatic success, depending on how the needle trap is constructed. Sure. I'm not saying that it's big bad wrong fun or anything. The DM can put neon signs and arrows showing exactly where all the traps are and what they do, and if everyone in the game is having fun, it's all good. [/QUOTE]
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