Scout not having Disable Device is intentional


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Jdvn1 said:
Well, ten is already max. Eleven is extra.

... It's not supposed to make sense. It's actually a movie reference. This is Spinal Tap.

The response was also from the movie. The correct counter-response is "But these go to eleven"
 



To get slightly back on topic :)

Neverwinter Nights did have a worthwhile expansion of disable device

* Attempt to assess DC to disarm trap (at +7 to your check)

* Flag it for avoidance (+5 to check)

* Disarm it (normal check)

* Recover trap components for reuse (-10 to check)

This still requires disable device though.

As Corsair says, in earlier editions we'd just role play the resolution, but in 3e...
 


Plane Sailing said:
* Flag it for avoidance (+5 to check)

For those who haven't played NWN, "Flagging for Avoidance" just made the trap visible to everyone.

If the trap covered the width of a hallway, there was no way to procede down the hallway without triggering or disarming it.

As to the partially snide grognards comment above ;) , I've put my share of planks and benches across pit traps. I've pulled my share of alarm-bells attached to doors out of the wall.

These ideas still exist in 3.X:

SRD said:
OTHER WAYS TO BEAT A TRAP

It’s possible to ruin many traps without making a Disable Device check.

Ranged Attack Traps: Once a trap’s location is known, the obvious way to ruin it is to smash the mechanism—assuming the mechanism can be accessed. Failing that, it’s possible to plug up the holes from which the projectiles emerge. Doing this prevents the trap from firing unless its ammunition does enough damage to break through the plugs.

Melee Attack Traps: These devices can be thwarted by smashing the mechanism or blocking the weapons, as noted above. Alternatively, if a character studies the trap as it triggers, he might be able to time his dodges just right to avoid damage. A character who is doing nothing but studying a trap when it first goes off gains a +4 dodge bonus against its attacks if it is triggered again within the next minute.

Pits: Disabling a pit trap generally ruins only the trapdoor, making it an uncovered pit. Filling in the pit or building a makeshift bridge across it is an application of manual labor, not the Disable Device skill. Characters could neutralize any spikes at the bottom of a pit by attacking them—they break just as daggers do.

Magic Traps: Dispel magic helps here. Someone who succeeds on a caster level check against the level of the trap’s creator suppresses the trap for 1d4 rounds. This works only with a targeted dispel magic, not the area version (see the spell description).
 



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