The advantage is that you know the trap is there. Even if you can't disable it, you can avoid it by other means. Think of it in terms of a more cinematic style of play (some people do enjoy it even if others do not) - does the action hero stop, pull out his tools and fiddle with some mechanism until the trap is disarmed? No, he dodges the swinging axe blade (+4 dodge bonus to AC), ducks under the blast of flame (evasion), leaps over the pit trap (Jump skill), and so on. A scout's style of defeating traps is different from a rogue's, but it can be just as much fun.Shellman said:That was my exact thought on the class. So what good does it do to find the traps if you can't do anything about them?
Other people have told me that the designers did this purposely, but I think it is a major flaw.
FireLance said:A scout's style of defeating traps is different from a rogue's, but it can be just as much fun.
Sure they could (apart from evasion) - if they knew the traps were there. I guess the cleric could cast find traps, but the fighter will need someone to point them out to him (usual caveats about traps with a Search DC of 20 or less, and dwarven fighters and stonework traps).Brother Shatterstone said:While I agree with what you are trying to say I disagree with your example.... In your example even the fight and cleric could do that
Neither can search well for the trap*, both would have flatfooted ACs without a special bonus to AC & neither has particularly good odds to beat the trap with their reflexes.Brother Shatterstone said:While I agree with what you are trying to say I disagree with your example.... In your example even the fight and cleric could do that,