Philotomy Jurament
First Post
This seems key. Ask the player how he's searching, and modify the DC based on that. If he's performing a visual search from a distance, and the trap wouldn't be easily detected that way, modify his DC. If his description of how he's searching would set off the trap, then he sets off the trap.ThirdWizard said:Remember that taking 20 is just a shorthand for rolling until a natural 20 is rolled. So there's no mechanical difference between taking 20 and rolling (besides rolling having a random time component).
Here's the writeup for the 3.5 version of one trap, and my comments (SPOILERS - highlight to read):
NOTE: The room description says the ceiling is 20' overhead and composed of 'badly fitting stones,' but is obscured by hanging strands/cobwebs.
I wouldn't allow a 'disable device' on this trap at all. IMO, that's for stuff like poison needles on springs, clockwork devices, and such, not collapsing ceilings. I'd only apply disable device to a large/construction trap if the PCs had located and could access something 'device-like' in the mechanism or trigger.
I don't run d20, but here's how I'd approach it if I did. If the PCs conduct a visual search without burning away the webs, first, I'd modify the DC to make it more difficult (or maybe just impossible, depending on the how obscured the ceiling is). If the strands are removed, I'd give a bonus to a dwarf, based on his knowledge of stone construction. If a PC examines the ceiling closely with a visual search (fly, levitate), I'd give them a bonus. The DC as written would apply to a visual search with the webs removed; even a low level thief or dwarf that takes 20 would be really suspicious after a good look at that ceiling of ill-fitted stones.Trap: If the roof (composed of badly fitting stones) is prodded with any force, or if the doors at the far end of the passageway are opened (onto a blank wall), the tunnel roof collapses.
Built-to-Collapse Ceiling: CR 10; mechanical; location trigger; no reset; no attack roll required (16d6, crush); multiple targets (all targets in a 20-ft.-by-20-ft. area); never miss (but DC 23 Reflex for half damage); Search DC 24; Disable Device DC 24.
I wouldn't allow a 'disable device' on this trap at all. IMO, that's for stuff like poison needles on springs, clockwork devices, and such, not collapsing ceilings. I'd only apply disable device to a large/construction trap if the PCs had located and could access something 'device-like' in the mechanism or trigger.
All that said, my preference would be to junk the 'search skill' approach and play the Tomb based mainly on descriptive search and actions. (Actually, I use the rules from OD&D[1974] or Holmes, where Thieves don't have "find traps" ability -- only "remove traps.")
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