Pielorinho said:
Argue against what I'm actually saying, or else don't address me, please....
-I'm not advocating making the search skill useless.
-I'm not advocating requiring the player to describe exactly what technique he's using to disable a trap.
-I'm not advocating designing traps that are perfectly undetectable.
-I'm advocating the truism that you can't see what you can't see.
-I'm advocating the idea that trapmakers ought to use every advantage they can.
-I'm advocating the idea that some traps have absolutely no clues detectable with a non-epic search check made visually within 10' of the trap. (Non-epic listed in order to exclude those rogues who can see banana molecules wafting from the trap).
1. In your previous post, what you were arguing would have made Search useless on a whim, not unilaterally useless but unpredictably so. I never said you were making Search entirely redundant. I was taking issue with your example that it could be made redundant by sufficient trap making skill. I think I've fairly paraphrased your argument.
2. No argument from me.
3. I refer you again to your previous post. In that, the only way you gave for a PC to interact with the trap in your example was via Disable Device. You specifically circumnavigated the possibility of the trap being detectable until it was being interacted with.
4. No argument from me.
5. No argument from me.
6. I agree but my agreement hinges on your use of the word 'visually'. I think any time you have a trap, there should be some chance, however slim, that it can be found by a Search check. There may be no visual clues but there should be some clue; see my previous post or below.
Pielorinho said:
Yes, you can list ways that the panel trap could be seen, if poorly constructed or previously activated. We all acknowledge that. My point is not about whether a rogue can detect the evidence of a poorly built trap; my point is that a well-built trap may have no visual clues.
-Discoloration on the wall? Only if it's been previously activated.
-Heard of a similar trap before? Only if it's a common model.
Not necessarily to all of the above. I catch your drift but I can think of exceptions.
Pielorinho said:
-Hear the cap detach? This has two problems. First, reread the trap's description: the cap only detaches when the panel is opened. Second, this is no longer a visual search. In order to make this search, the rogue has to manipulate the trap, and that's exactly what I'm saying a rogue should sometimes have to do.
Yes. I agree. Some interaction is required. Search should be allowed for this but wait...
Pielorinho said:
The last one is the closest to providing a way to detect the trap: if a rogue decided to manipulate the trap, I'd give a (secret) search check even if the rogue didn't ask for one. On a successful check, I'd give the rogue more information: "You know, you hear a click, but you think you can feel that the dial could turn further if you wanted to." That's information that the rogue couldn't possibly get just from looking at the trap.
Well yes. Quite. You didn't exactly make that point your last post though. The absence of that Search check makes all the difference. I have no argument with you or anyone handling particularly cunning traps in this manner.
Pielorinho said:
Of course, by manipulating the trap, the rogue subjects himself to danger: the trap could've been a decoy designed to release poison gas as soon as the dial is turned at all. That's one of the dangers of being a rogue.
Wait. Don't backtrack. Sounds like you want to find another way of skipping the rogue's search. Why can't he have a search check for testing the weight, balance or sound detectable by slight movements of the dial (or some aspect of of the trap mechanism at work behind the dial). Going back to your previous paragraph, you're allowing some manipulation of a suspicious panel with a secret search check. Good. But if the search check fails, the character detects nothing. He doesn't necessarily set off the trap. Consider:
Rogue: I'm going to inspect that panel with the lever. Check it for traps. [Rolls.]
DM: You find no evidence of any trap mechanism.
Rogue: I'll turn the lever, carefully.
DM: [Makes secret search check - rogue fails] The dial clicks.
Fighter: Wait a moment. Maybe we should do this later. I don't like it. Maybe we should try and find out what that panel is for.
Rogue: Everyone else? Yeah? Okay then, let's check the other door. I don't open the panel yet.
So, the rogue has failed the search check. If he had opened the panel then (or if he comes back later and does so), there's no need for a Disable Device check, because he doesn't know there's a device to disable. He will trigger the trap and you've got him. There's the danger. Well done. Nice trap.
Pielorinho said:
One final question: one straw man that's come up repeatedly is the idea that a rogue player will be very upset if he takes 20 (or rolls a natural 20) on a search check and still doesn't find the trap. Yet this is perfectly within the rules: a rogue who has a +8 search check has no chance whatsoever of finding a trap with a search DC of 30 (barring special modifiers). Would you be okay with a player who whinges about not finding such a trap?
I wouldn't.
Me neither.