Okay, my big red letters seem to have worked: nobody has since suggested that I'm arguing all traps are passable by a clever player.
Oh, wait:
Saeviomagy said:
If I state "my character always opens doors and containers very cautiously, always tests the ground in front of his feet for movement before stepping down, and always takes note of the slightest sound", then apart from describing a quite paranoid character - do I automatically find every trap that is set for him without setting it off?
Or would I need spot listen and search skills for that?
There are some big red letters on the previous page,
Saeviomagy; I encourage you to peruse them.
I also encourage you to reread this part of my extended example:
Player: I want to open it a fraction of an inch and peek inside.
DM: Okay. (rolls another search check, looking for a very easy result now that the trap is visible) You do see some sort of mechanism inside....
Even on this trap, in other words, a search check is necessary when approaching it cautiously.
For more evidence, I'll just requote another section of my previous post:
If they'd only had a rogue in the party, they could've erased the symbols one by one -- and when they later faced the prison's guardians, they could've been in much better shape.
Due to the needs of the prison and of the spell's nature, of course, this was a trap with part of its components in view of the intended victims, and I would've certainly allowed visual searching of the doors.
dcollins said:
Why is he chopping through anything at all? You miss my point: I'm not talking about finding this in a 'typical barbarian way'. I'm talking about him finding it and disarming it with your 'narrative gameplay' where the skills of the character don't matter.
Would you let him find and disarm the trap if he said the exact same 'right things' as the rogue has to say to do it?
Dcollins, I refer you to the red text above.
It's a bit frustrating when folks are arguing against me without having read my posts.
Firelance said:
Tell me what you would do in the case of the mundane trap and the magical trap when the rogue PC says, "I search the door for traps. I take 20 because the Search skill has no 'Try Again' paragraph, and the rules say that if the 'Try Again' paragraph is omitted, the skill can be retried without any inherent penalty, other than the additional time required."]
What would I do? I would say, "First tell me what your character is doing, using no rules references." Assuming they said that they searched the door very carefully, I'd respond to them as I did in the narrative above, but I'd add on a caveat: "Be aware," I'd say, "that you're reading too much protection against harm into that lack of a 'retry' paragraph in the search skill section. We can discuss it further after the game if you'd like, but for now, if I were you I wouldn't base any actions on the assumption either that you can search anything within 10' or that the act of searching itself can never trigger a trap or other unpleasant results."
Majere, I agree with your conclusions about your trap entirely. Good job!
Pax said:
I don't know his objection, but I'll tell you mine: given yoru narrative, it's obvious that someone who out of character, int eh real world, is careful, methodical, and has a grasp of how things might be trapped, will fare veryw ell as a rogue, without even having to invest heavily in the Search skills.
Two responses.
1) The only care and method the person would have to have in my example is enough to open a door slowly. I'm not requiring them to say, "Okay, given the fact that the door is oak, my 3/16" drill bit is going to create the least amount of dust in drilling through the door. I apply 200 pounds of pressure/square inch on my drill bit in order to pierce the door with a hole." Nor am I responding, "Aha! Oak wood splinters under that much pressure, you fool! The cabinet collapses! Ahahahahahaha!" Try not to be melodramatic.
2) To some extent, you're right. I do require that the players in my game have a modicum of common sense, and they don't get to substitute dice rolls for common sense. I will note that you don't like this kind of game, and rescind any express or implied invitation to my gaming table that you may have received.
I don't mean to be overly snarky, but I've said again and again in this thread that different people like different game-styles, and what I've described is a game-style that I and my friends deeply enjoy. I would
not like playing in a long-term game in which players regularly tried to substitute dice rolls for common sense: part of the thrill of the game to me is in finding clever solutions to problems.
One of the thrills in a recent game, for example, was convincing three huge rampaging fire elementals to stand down from an attack, playing a character with an 8 cha and no ranks in any social skills. But I spoke ignan and had a phenomenal wisdom, and I bluntly pointed out to the elementals that we were flying while they were landbound, and we could keep casting ice spells on them until the cows came home, and we'd rather not kill them but we could if we had to, and we also had the capability to transport them from the wintry hills they were currently in, to the elemental plane of fire.
If I'd had any diplomacy ranks the job would've been much easier; instead, I relied on playing a high wisdom effectively, setting out an airtight case for their surrender. Great fun for me (and, I think, for the DM, who unexpectedly got to roleplay the personalities of fire elementals).
A different style of play than what you like? That's fine. I'm certainly not telling you how to play your game.
Daniel