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Scrying with a Crystal Ball
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<blockquote data-quote="LiL KiNG" data-source="post: 5736209" data-attributes="member: 83799"><p>@<u><a href="http://www.enworld.org/forum/member.php?u=4078" target="_blank">Jack</a></u> ; like I said, I know at least one party member has seen this thread so I won't go into specifics about the traps, but I will say that as a DM I do not believe in deadlocking the party into any one thing (of course the party will always do what you least expected, or figure out who the villain in the first ten minutes, or decide 'you know what, we really don't like boats so we'll rent a wagon...'), so of course both traps could be found/disabled - disabling one of them is harder due to it's construction but it can be found just as easily and by-passed. It's more of a 'if you set this one off, this one goes off as well; changing the layout of the dungeon somewhat'.</p><p></p><p> @<u><a href="http://www.enworld.org/forum/member.php?u=6675228" target="_blank">Hassassin</a></u> ; the party actually has a catfolk rogue and a wood elf scout (though the preachy Pally, yes preachy lol, won the roll on the goggles with darkvision and +5 spot >.>), and the idea of both of them working together to by-pass a couple of the traps was already in the works. =)</p><p></p><p>Talking traps and all, how do you other DM's run Trapfinding? Do you make the rogue (or scout or whatever class that offers it) roll for every 5' sq. or do you treat it more like an Elf's or Dwarf's ability to locate hidden doors (where they get the roll even if they're not actively looking for it?). I find it really slows things down if the rogue is rolling for every 5' of movement, but I don't wanna just give it to him either - I was thinking maybe DC 30 and below offering the 'free' search checks if within 5', and maybe DC 31+ they'd have to actually roll for it; but then you get into that 'well, where would the DC 31+ traps be? so I'm going to roll for every 5' again...'</p><p>I'm thinking now though to have the rogue/scout roll their search checks at the beginning of their turn, and then if during the course of movement they move near a trap and their check was high enough for the turn they could find it before setting it off. I think that would help speed things up a bit. Not sure though, opinions?</p></blockquote><p></p>
[QUOTE="LiL KiNG, post: 5736209, member: 83799"] @[U][URL="http://www.enworld.org/forum/member.php?u=4078"]Jack[/URL][/U] ; like I said, I know at least one party member has seen this thread so I won't go into specifics about the traps, but I will say that as a DM I do not believe in deadlocking the party into any one thing (of course the party will always do what you least expected, or figure out who the villain in the first ten minutes, or decide 'you know what, we really don't like boats so we'll rent a wagon...'), so of course both traps could be found/disabled - disabling one of them is harder due to it's construction but it can be found just as easily and by-passed. It's more of a 'if you set this one off, this one goes off as well; changing the layout of the dungeon somewhat'. @[U][URL="http://www.enworld.org/forum/member.php?u=6675228"]Hassassin[/URL][/U] ; the party actually has a catfolk rogue and a wood elf scout (though the preachy Pally, yes preachy lol, won the roll on the goggles with darkvision and +5 spot >.>), and the idea of both of them working together to by-pass a couple of the traps was already in the works. =) Talking traps and all, how do you other DM's run Trapfinding? Do you make the rogue (or scout or whatever class that offers it) roll for every 5' sq. or do you treat it more like an Elf's or Dwarf's ability to locate hidden doors (where they get the roll even if they're not actively looking for it?). I find it really slows things down if the rogue is rolling for every 5' of movement, but I don't wanna just give it to him either - I was thinking maybe DC 30 and below offering the 'free' search checks if within 5', and maybe DC 31+ they'd have to actually roll for it; but then you get into that 'well, where would the DC 31+ traps be? so I'm going to roll for every 5' again...' I'm thinking now though to have the rogue/scout roll their search checks at the beginning of their turn, and then if during the course of movement they move near a trap and their check was high enough for the turn they could find it before setting it off. I think that would help speed things up a bit. Not sure though, opinions? [/QUOTE]
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