Elder-Basilisk
First Post
It seems to me that take 20 searches shouldn't be a problem for DMs who build the kewlest trapped trap within a trapped trap scenario EVAR. If it can't be found by rolling because it's hidden behind a wall that's behind another wall that's behind a hidden panel that's locked and trapped but disabling that trap sets off the traps you couldn't see and nobody could ever possibly see that, then you can take 20 all you like and you won't find it. Because taking 20 only gets you to DC 70 or so (23 ranks, +7 int (this is probably some power-gaming rogue/wizard/arcane Trickster twink), +4 greater heroism, +10 lens of detection, +2 bardsong, +3 skill focus, +1 luckstone, +20 for taking 20) and this trap is so kewl it has no DC. So DC 70 isn't good enough. It's that simple. No house rules are necessary to make a trap that can't be found.
Of course, in most D&D games, a DC 70 anything is well into the range of epic skill checks, so it wouldn't actually be unreasonable for that character to detect a trapped trap within a trapped trap all at once without risking setting it off. The trap is fiendishly clever and impossible to find, but he's superhumanly good at finding traps and can do the impossible. (But that's another matter).
Of course, those aren't properly traps any more--they're environmental encounters or hazards like green slime, lava pits, chasms opened by earthquakes, stampeding herds of cattle, etc. Some of them may be defeatable through skills and spells but they're not usually defeatable through search and disable device (though I suppose a ballista manned by orcs could be taken out with disable device so it will work sometimes). Of course, if you start moving many manufactured traps into that category, your rogue players will probably start to feel pretty useless. ("Why do I have 23 ranks and skill focus in search since all the traps are undetectable?") And justifiably so. Traps are not designed to be detectable. They're designed so as not to be noticed. The author of the trap may think that he's not left any trace of the trap within the trap on the trapped trap but a rogue with a better search score may indeed pick out something he missed. That's what the search skill is for. (When I'm playing a rogue, the traps I think 'good job' on aren't the ones that are impossible to find; they're the ones that go off because I don't think to look for them (dangit--next time search the floor leading to the door as well as the door) or that I don't find with a take ten and a pair of rolled searches and I end up thinking 'see, next time be more careful' because of. Really, that's the beauty of take 20 and the ability to take multiple search checks. You can make the rogue kick himself for missing a trap since there IS something he could have done about it).
And, not that it matters, because T20 is not relevant to the case of the undetectable trap, and if the trap can be detected, the player need not know how the character did it any more than the player need know how the 20th level Bard is able to be so inspiring that his song makes Ernest the high school nerd (str 10) hit as hard as Arnold the Governor when he was on steroids (str 20 +5), but the most likely means of spotting the trap hasn't yet been discussed at all: by noticing the way that the ordinary users of the area react to it. If you have to hold the knob of the lock in a particular way to open it without setting off the undetectable trap, a skilled investigator might notice that there seems to be an unusual amount of wear in these particular areas which is odd and probably indicates a trap of some kind. Or he may notice that the torch bracket on the wall has a slight clean patch underneath it where the orcs sleeves brush away the dirt when they disable their pit trap to pass by. Or maybe it's just slightly too dirty--like an orc noticed the clean patch and threw some mud up there to hide it. Of maybe, if it's a tomb where nobody's been for centuries, the crumbs of the last architech's lunch still indicate the odd pattern of his movements after completing the last trap. Odd movement--probably a trap of some sort. (Or maybe, the architech knew that the Pharoah was going to seal him inside the tomb when he finished and thought "I hope someone does break into that bastard's tomb and steal all his wealth so he's penniless in the afterlife" and scratched a note in charcoal on the floor "Trap here, to disarm, turn once clockwise to ten, then counterclockwise past ten to eight, say "Imhotep" three times, and turn the dial clockwise to 75. Good luck with the tomb robbing, make that bastard penniless in the afterlife." Of course, now all that's left is some illegible charcoal scrawl but the rogue notices how they highlight a hidden seam in the floor.
The only perfect trap is one with a DC higher than the rogue's search check. And that trap is perfect whether the DC is 21 or 92.
Of course, in most D&D games, a DC 70 anything is well into the range of epic skill checks, so it wouldn't actually be unreasonable for that character to detect a trapped trap within a trapped trap all at once without risking setting it off. The trap is fiendishly clever and impossible to find, but he's superhumanly good at finding traps and can do the impossible. (But that's another matter).
Of course, those aren't properly traps any more--they're environmental encounters or hazards like green slime, lava pits, chasms opened by earthquakes, stampeding herds of cattle, etc. Some of them may be defeatable through skills and spells but they're not usually defeatable through search and disable device (though I suppose a ballista manned by orcs could be taken out with disable device so it will work sometimes). Of course, if you start moving many manufactured traps into that category, your rogue players will probably start to feel pretty useless. ("Why do I have 23 ranks and skill focus in search since all the traps are undetectable?") And justifiably so. Traps are not designed to be detectable. They're designed so as not to be noticed. The author of the trap may think that he's not left any trace of the trap within the trap on the trapped trap but a rogue with a better search score may indeed pick out something he missed. That's what the search skill is for. (When I'm playing a rogue, the traps I think 'good job' on aren't the ones that are impossible to find; they're the ones that go off because I don't think to look for them (dangit--next time search the floor leading to the door as well as the door) or that I don't find with a take ten and a pair of rolled searches and I end up thinking 'see, next time be more careful' because of. Really, that's the beauty of take 20 and the ability to take multiple search checks. You can make the rogue kick himself for missing a trap since there IS something he could have done about it).
And, not that it matters, because T20 is not relevant to the case of the undetectable trap, and if the trap can be detected, the player need not know how the character did it any more than the player need know how the 20th level Bard is able to be so inspiring that his song makes Ernest the high school nerd (str 10) hit as hard as Arnold the Governor when he was on steroids (str 20 +5), but the most likely means of spotting the trap hasn't yet been discussed at all: by noticing the way that the ordinary users of the area react to it. If you have to hold the knob of the lock in a particular way to open it without setting off the undetectable trap, a skilled investigator might notice that there seems to be an unusual amount of wear in these particular areas which is odd and probably indicates a trap of some kind. Or he may notice that the torch bracket on the wall has a slight clean patch underneath it where the orcs sleeves brush away the dirt when they disable their pit trap to pass by. Or maybe it's just slightly too dirty--like an orc noticed the clean patch and threw some mud up there to hide it. Of maybe, if it's a tomb where nobody's been for centuries, the crumbs of the last architech's lunch still indicate the odd pattern of his movements after completing the last trap. Odd movement--probably a trap of some sort. (Or maybe, the architech knew that the Pharoah was going to seal him inside the tomb when he finished and thought "I hope someone does break into that bastard's tomb and steal all his wealth so he's penniless in the afterlife" and scratched a note in charcoal on the floor "Trap here, to disarm, turn once clockwise to ten, then counterclockwise past ten to eight, say "Imhotep" three times, and turn the dial clockwise to 75. Good luck with the tomb robbing, make that bastard penniless in the afterlife." Of course, now all that's left is some illegible charcoal scrawl but the rogue notices how they highlight a hidden seam in the floor.
The only perfect trap is one with a DC higher than the rogue's search check. And that trap is perfect whether the DC is 21 or 92.