Pielorinho
Iron Fist of Pelor
Wow, straw man much, people? Argue against what I'm actually saying, or else don't address me, please.
First, some things I'm NOT advocating. I've already listed these, but some of you prefer to ignore them in favor of attacking easy (though fictional) targets:
-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.
What am I advocating?
-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).
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.
-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.
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.
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.
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.
Daniel
First, some things I'm NOT advocating. I've already listed these, but some of you prefer to ignore them in favor of attacking easy (though fictional) targets:
-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.
What am I advocating?
-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).
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.
-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.
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.
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.
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.
Daniel