Search and taking 20: the problem

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Pielorinho said:
Not sure I'm following you. If by "unpredictably useless," you mean, "search won't always find every trap, and the rogue won't know when it will and when it won't," then I agree. Thing is, even you agree that this is true, since you have no problem with traps with DCs beyond the rogue's reach.
Ah, you caught me being ever so slightly vague, did you? Okay, like you, I accept that Search won't help if the DC of the trap is high enough, relative to the ability to the rogue. My issue with your argument is that, even if the Search DC was within the rogue's grasp, your initial example panel-dial trap mechanism gave the rogue no chance to use Search at all. But we seem to have moved on from that position.

Pielorinho said:
I'm not sure I get the rest of what you're arguing: in some cases you don't seem to mind my central idea (that some traps require interaction in order to detect them), and in others you seem to dislike the idea.

If your problem is my using DD instead of Search in some cases to find a trap, that's fine. I think DD makes more sense. If you use search to represent interacting with a trap in an effort to detect it, however, it's very important that there may be a penalty for failure: your interaction with a very sensitive trap may set it off.

It's a risk, and the more points you have in the relevant skill, the lower the risk. I think DD makes more sense for handling this risk, as it represents finesse.

This is where I may disagree, depending on what you mean. Sure, there oughtta be some clues, if you're in a position to see/detect them. But sometimes you're within 10' of a trap and yet not in a posiiton to detect it -- if it's on the other side of a door (or panel!), for instance.
I don't have a problem with the central idea that some degree of interaction may be required to detect a trap. I plead insufficient elaboration, if that wasn't clear. Where we differ is that you're saying either you use Search with a risk of failure or you use DD to find that trap, again with a risk of failure. My argument is that a failed search does not, in and of itself, have any consequence. Having said that, a failed Search (that possibly involved some interaction with something physical that is in some way connected to the trap mechanism) will very probably lead to dire consequences of a subsequent action.

Your last paragraph is the nub of all this, of course. Essentially, what you say in it makes sense. I understand you. I'm arguing (not that I expect to change your mind; I'm debating, because I'm not busy and this actually constitutes fun) that there should be some means of Search revealing a trap, somehow, assuming the DC is within reach. And as someone else warned against it, this does not mean we have to shred the narrative to do so. Is the trap on the other side of a door triggered by that door opening? Then maybe the door doesn't sit in its frame or on its hinges quite the same as other doors nearby (only detectable via a very good Search check). Whatever the reasoning, all traps should have a Search DC or they're hazards, not traps. How the DM justifies allowing that Search check depends on the DM's creativity but I think he should find a way that allows the rogue to play his part and reflect the difficulty that can be involved in detection.
 

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Even if there is not time frame suggested by the PCs, what kind of players don't infer from "captured by goblins" that "lives indefinitely until we show up" isn't in the cards?
LOL!

......lots of 'em, bud. Some DMs too! :)
 

Ranes said:
Whatever the reasoning, all traps should have a Search DC or they're hazards, not traps. How the DM justifies allowing that Search check depends on the DM's creativity but I think he should find a way that allows the rogue to play his part and reflect the difficulty that can be involved in detection.
Listen, if calling them hazards ends the argument, I'm fine with calling them hazards. :D The rogue is still helpful in dealing with the rare hazard that looks like a trap and that can be disabled using a DD check.

My position has never changed. In the panel-dial trap, the rogue cannot detect it without interacting with it, and once it's interacted with, poor interaction risks setting it off. Not all traps will be like this -- they require either finesse on the trapmaker's part and/or very expensive components -- but some will be. I don't accept that the DM may not place any such traps without giving them visually perceptible flaws: that's an unnecessary limitation on the gameworld. The only change in my position has been to allow for a search check with penalties for failure instead of a DD check with penalties for failure when someone wants to open the trapped panel cautiously. Admittedly the SCwPfF is a house rule, whereas the DDwPfF is a stretching of an existing skill use (well within the rules), but if some folks find search more sensible, that's understandable.

Furthermore, ruling strictly that you can detect anything within 10' without manipulating objects leads to bizarre situations like the spy's letter. I'd rather avoid that by applying common sense to the idea that sometimes you gotta move things around in the process of searching.

Daniel
 

dcollins said:
Who said anything about Take 20 Search in every square of the dungeon? I didn't. No one else in this thread did.

It sure sounded to me like that's what you were doing--because that's the only way that traps become binary.

I'll tell you what my current power-gamer Rogue player did. He did this:
(1) Max out Search & get a lens of detection. (A bit academic, but he did it because he knew he was going to able to...)
(2) Take 10 Search in every square of the dungeon.
(3) Take 20 Search on every door, chest, or otherwise obvious portal.

Fair enough. But that's a very different matter from the taking 20 on every square situation. In the T20 everywhere situation, the rogue is going to find any traps he can find. No question about it. In the T20 only on obvious portals and T10 everywhere else, the rogue will find all the traps he can find in the obvious places but may miss traps he could have found in the not-so-obvious places.

Now, actually, that's more or less how I run my rogues (though I don't always take 20 on the obvious places because, in the games I play in, the monsters in room 2b get listen checks to hear the monsters in room 1a getting killed and might just decide to get together with the monsters in room 2c (or maybe all of the monsters in the entire dungeon if it's something like an orc lair or the secret cult's base) and set up an ambush if we give them time to do it (and minutes is all that takes).

However, when you do that, you run the risk of not finding traps in the not-so-obvious places. Is the rogue being "screwed" if you put ones there with DCs he can't always find while taking ten. Not really. He just needs to adjust his tactics a bit. And he really shouldn't feel like he's being unfairly targetted. After all, this logic is rather persuasive:
Player: What do you mean a DC 34 trap in the hallway? Aren't those only for doors and chests?
DM: So, [player], you've got a very clever and canny rogue; where do you expect to always find traps?
Player: On chests and doors.
DM: So, being a clever and canny rogue, you take enough time to find anything that can be found on chests and doors but only give a cursory search to floors, passages, and rooms.
Player: where's this going?
DM: So, if you were a clever and canny bad guy who wanted to protect himself from clever and canny rogues, would you put all your traps where the rogues expect them? Or would you put some where you expect the rogues only to give a cursory search?
Player: You're just out to screw me.
DM: No, the BBEG's out to screw you. That's what the traps are for.
Player: Fine, when I design my fortress, I'm putting DC 45 traps in the hallways.
DM: I see you're becoming a clever and canny trapmaker.

However, from the sounds of things, your rogue player is somewhat like the rogue in my hypothetical example: he's maxed out search, he's probably got a good int, he's got a lens of detection, and he may even pop potions of vision every now and then. He might even take Skill Mastery: Search so that he can take ten even when a couple orcs are shooting at the party. So, it's quite possible that he can find any reasonable trap by simply taking ten--heck, by high mid levels, he might be able to find 9th level spell traps on a roll of 1. (And he can probably do it now with a potion of vision). So it's not really a problem with taking ten. It's a problem with your rogue being so good that he (quite reasonably) doesn't expect traps to give him much of any difficulty very often.

At that point, IMO, you just have to say "you find it because you're that good" nearly every time in normal circumstances and then set up a few situations where he might miss some traps--either:
A. A misty, fog filled dungeon (like what might be created by guards and wards that gives a big circumstance penalty to search checks.
B. Some very well constructed traps in an anti-magic area where the lense of detection, etc will be useless.
C. The Tomb of the Fiendishly Clever Trap Obsessed Lich King where he knows from rumor and reputation that the traps there will challenge even his incredible skills.
D. The choice of challenges. If, for instance, one orc runs away to warn his comrades when the party kicks in the door of room 1A, your party will have a choice: pursue him immediately or search the room and hallway. If they pursue, they can stop all of the orcs from organizing and becoming a very difficult encounter but they will risk running across any traps in the hallway--even low DC ones that the rogue could find on a take -10 if he were looking--and probably won't have time for anything more than a cursory search of the door if even that.

So the complete exploration of this dungeon takes about (assume 8 doors, 1 per room) 36 + 8 = 44 minutes, less than an hour. It's within the duration of many of the buff spells you mention. We're playing 3.0, so the ability-buffs last many hours, long enough for a dungeon 10 times this size. No rest-camp sessions are necessary for this time period.

Yeah, that's one of the differences between 3.0 and 3.5. When you only take 20 in a few places it really cuts down the time. However, that only solves some of the problems. 44 Minutes is still plenty of time for the monsters in the latter rooms to organize ambushes, etc.

According to DMG ch. 4 (3.0 DMG p. 118), wandering monster checks are made "Every hour the characters are in the dungeon." Since the complete exploration of the dungeon took less than an hour, by the rules as written, no wandering monster checks had to be made.

So the power-gamer exploration plan is clearly without any in-game disadvantage by the rules as written. It can be accomplished in a "reasonable" time frame.

That refers only to random wandering monsters. As far as I'm concerned, if the ghouls in room 2c see the vampire from room 1a float back to his coffin in gaseous form, they know something's up and may inform their Lich Lord master or go take a look at what's going on themselves. That kind of "living dungeon" encounter isn't technically a "wandering" monster but does serve a similar purpose in reinforcing the consequences of overcaution.

And he's right. I know in advance the exact DC point for any trap in a corridor (10 + skill bonus) or a door or chest (20 + skill bonus) that will automatically be found by the standard search protocol. The only choice I have as DM is: is this a trap that will be found (within the DC) or not found (above the DC) by my player? It's not like AC where it's a little bit harder or a bit easier, but dependent on the dice. It's just automatic true-or-false. I might as well just write down a number of damage points I want the rogue to take from traps before the BBEG. My power-gamer player gets upset anytime there's a high-DC trap in a corridor, because I must have picked it just to screw him, and in some sense he's right, because I did know in advance that would happen.

As I explored earlier, it's the rogue's tactics and your aquiescence to them rather than the take 20 rules that are making this situation binary. If it's reasonable for a dungeon to have traps that the rogue can't find taking ten then it's reasonable for them to be in seemingly random hallways, etc. After all people look harder in places where they expect traps so a big part of placing the trap is putting it somewhere that won't necessarily get thoroughly searched. The only real advantage that doors have in that regard is that they are natural choke points and it's almost certain that anyone passing through will encounter the trap. However, a random square in a five foot wide hallway (or a random 4x4 section of a 10' wide hallway) is actually a better choice since it's just as much of a choke point but isn't so obvious as to be the kind of place people would take 20 to search.

Summary: Take 20 Search in every square is a nonissue. Predictability of the Search that will occur in every square of the dungeon (combination of Take 10 & Take 20) is a big issue.

But that's only an issue because your player's tactics make it one. If the hard traps are just as likely to be on random floor tiles as on the doors (and if I were making a dungeon, I'd be tempted to save money by putting cheap, low-DC traps on the doors--if I can't make the traps there next-to-impossible to find, they're likely to be found anyway, so why bother with a high DC--the cleverly hidden traps have more of a chance if they're somewhere they're not expected).

If he gets through his head that super high DC traps are as likely to be on the floor as on the doors, he'll adjust his tactics in one of two ways. Either he'll pump up his search skill so high that he can find the traps no matter what he's doing--in which case, he's just that good and you might want to acknowledge that (and if he then complains that none of the traps challenge his character, you can point out that he designed his character not to be challenged by traps)--or he'll decide to do something different--roll twice and take ten (increasing the time pressure a bit but giving him a good chance of finding any traps that are there), or just straight up roll to find traps (because that gives him a chance of finding high DC traps but probably doesn't hurt his chance to find low DC traps that much).

You're the one who brought up the Adventure Path modules as a case study. Since that turned out not to support the small-time-scale contrived examples, you're now going to try and change the subject to Living Arcanis modules?

Actually, I brought up the Adventure Path modules to support the idea of long-scale time pressure--where a difference between 1 hour and 12 hours is quite significant even if a difference of 10 minutes and 44 minutes is less significant. Why did I do that? Because search is ONLY binary when you take twenty on every square. If your players take ten through most of the dungeon, it's the PLAYERS not the DM who are making it binary and they can easily adjust their tactics to give themselves a chance (even a very good chance) of finding the traps.

The Arcanis modules have been here since my first post as examples of acute time pressure which is a good deal more common than you seem to think it is. (I'm less familiar with Speaker in Dreams than with the others but I think there's some acute time pressure situations in there anyway). They also serve as an example of the fact that, the more rogue-centric the module, the more likely it is to have acute time pressure. And, while D&D is usually a party exploration adventure, there's lots of precedent for rogue-centric modules, situations, and plots being incorporated into it. (Heck, I'd say the standard D&D campaign has some rogue-centric city elements in it).

I'll tell you, my players do in fact feel that Wandering Monsters are "old-school and implausible". They want each monster to have a story for how they got there. They ask questions like: Where did these monsters come from? Are they removed from rosters in other parts of the dungeon? Where are they coming from and going to? How can monsters just appear out of nowhere that weren't there before a die-roll was made? I'm the only person in my playing group who is willing to use wandering monsters when they DM.

In that case, they should expect monsters in other parts of the dungeon to hear the ruckus in their part and react to it--something which isn't conducive to spending five minutes searching after entering each room. By that time, the monsters will have made any preparations they were going to make.

Again, I agree with you that they are important, and I make it clear to my players that I will be checking for them, even though they are accustomed to not having them in any other game. It's the only real disadvantage to deterministic Take X searches of some sort in every square of the dungeon. Nontheless, by the rules as written, even these checks are so infrequent as to never occur once in the dungeon you proposed as an example.

Not really. Monsters (and their reactions) are the only disadvantages to SEARCHING (whether by rolling or taking ten) every square of the dungeon and a massive disadvantage to taking 20 on every square of the dungeon. The fact that the PLAYERS are making the search for traps roll binary (in the find it or don't find it rather than the find it or CAN'T find it sense) is the disadvantage of take ten searches of entire dungeons. It's a gamble that can pay off if you've got a really unnaturally buffed search score (through a potion of vision for instance) but can backfire if there are traps in the dungeon you can't find while taking ten.
 

Henry said:
I know that discussions have gotten a little rough in some spots, but I want to thank everyone for keeping it relatively civil.

For my part, I don't have qualms about letting players find traps, because just because they found it doesn't mean they understand its workings, or even can disable it. How about a trap that causes something to happen to everyone BUT the person triggering it? (I'm a Grimtooth's fan. :)) But I don't personally believe in a trap with NO DC to detect, assuming the person is in a position to detect (within 10 feet and not robbed of their faculties or possessing absolutely no senses capable of registering the trap).

However, I don't allow disable Device checks if they can't identify the trap - by Pielorhino's same reasoning that you can't see what you can't see, you can't disable what you don't know is there. Disable device covers many things, but disarming something that doesn't exist isn't one of them, and to the PC that trap doesn't exist - how would they even BEGIN to know where to start? Caution is one thing, but to me that needs to be roleplayed, not rolled into that particular skill.

---I do have one question: The rules are very ambiguous on the difference between search and spot: "You can find secret doors, simple traps, hidden compartments, and other details not readily apparent. The Spot skill lets you notice something, such as a hiding rogue. The Search skill lets a character discern some small detail or irregularity through active effort."

Does this mean that you could use Search to detect a hiding rogue? After all, what is picking out a hiding creature but "discerning some small detail or irregularity through active effort"?

Notice that search is int based and spot is wis based, you search like Sherlock holmes using proof and evidence and use your brain to put all the pieces togheter to find.

But you spot like an eagle, Your eyes are sharp and can notice detail from far. What you do with the info is not included like in the search check.

According to Pielorinho you should use spot to detect the trap (can I see the trap or not) but I am saying that you should use search, to collect all the evidence around and on the trap to figure out the danger without actually seeing it. I am myope, without my contact lenses my spot skill is negative but I still have my search skill assuming I can see enough all the details, because most of the search skill happens in your head, your mind process all the information from your five senses and allow you to come to some conclusions.
 

Pielorinho said:
If you give me a dowel, two sharp nails, and a balloon full of nerve gas, I can construct a door-trap that is completely undetectable from outside a room.

Give me a mazer and a pane of glass and I can make a trap that will respond to certain frequencies (like talking, walking, whatever) and it will be 'completely undetectable' because it can be up to a mile away.

This isnt the point, sure you could create a 'completely undetectable' trap to some extent in real life, or even in the game. But IN THE GAME the rogue will have some way to find it. Describe it however you like. The nail you used to attatch the board to the other side pressed the wood out on the other side, he notices a slight noise from the balloon, whatever. It doesnt matter. If there is no dc then it isnt a 'trap'. It is something else.

Security systems that are set up now-a-days arent really traps in the conventional sense either. These seem to be what you are talking about for the most part. There are ways to shut them off or put them down or whatever. Doesnt matter.

Like I said before, where do you set the dc's to set them? Do you allow the trapmakers to roll and whatever they roll is the dc? Or do they make a trap and its search dc is something set? How do you do it? You have to look at the situation from both sides and try to make it balanced from both perspectives. Currently it seems that the thread is pushing towards, 'incredibly easy to negate two of the rogues class features'. All you have to do is put traps on the inside of doors and no one could ever do anything about it. Not much fun. Too easy for the trapmakers and too hard for the searchers.
 

Scion said:
Like I said before, where do you set the dc's to set them? Do you allow the trapmakers to roll and whatever they roll is the dc? Or do they make a trap and its search dc is something set? How do you do it? You have to look at the situation from both sides and try to make it balanced from both perspectives. Currently it seems that the thread is pushing towards, 'incredibly easy to negate two of the rogues class features'. All you have to do is put traps on the inside of doors and no one could ever do anything about it. Not much fun. Too easy for the trapmakers and too hard for the searchers.

Agree 100%
 

Switching skills isn't fair, players know how the gamemechanics work, they create their character based on what they know. If you start creating situations where gamemechanics work different, I would starting wondering, why I gave my Rogue a maxed out Search skill plus Skillfocus on top. -Just another situations you can create when you like, tell the highstrength-fightertype he should use his DEX-Mod instead of his STR-Mod on his melee attackrolls because his opponent is so incredibly fast.

What you produce is a situation that no one could ever think of because there would be nothing in the rules stating out that possibility.

And once again I think you should look up the CRs for traps, as mentioned in a previous post, they are not as high as CRs for Monsters. Why you are still thinking about unbeatable traps or ones you can't find with search...there low CR does not even justify the existence of such unbeatable/undetectable things.
That's like throwing a CR4 Monster on a LVL10 party and complaining why your Monster gets beaten up the whole time.
 

Black Knight Irios said:
Switching skills isn't fair, players know how the gamemechanics work, they create their character based on what they know. If you start creating situations where gamemechanics work different, I would starting wondering, why I gave my Rogue a maxed out Search skill plus Skillfocus on top. -Just another situations you can create when you like, tell the highstrength-fightertype he should use his DEX-Mod instead of his STR-Mod on his melee attackrolls because his opponent is so incredibly fast.

What you produce is a situation that no one could ever think of because there would be nothing in the rules stating out that possibility.

And once again I think you should look up the CRs for traps, as mentioned in a previous post, they are not as high as CRs for Monsters. Why you are still thinking about unbeatable traps or ones you can't find with search...there low CR does not even justify the existence of such unbeatable/undetectable things.
That's like throwing a CR4 Monster on a LVL10 party and complaining why your Monster gets beaten up the whole time.
But nothing prevents you to build a CR20 trap
 

But nothing prevents you to build a CR20 trap

Right nothing prevents you from doing so, now look in the DMG, the DC to create a CR 7-10 Trap is 30 plus any modifications through trap features.

Not really easy to acomplish, you need a cunning man, furthermore there are no craft rules given for traps with a CR higher than 10 and the ones presented cap out at CR 10.

Start thinking about it, shouldn't there be traps with that CR of 10+ in a non-epic-game, maybe, Monsters are given up to a CR of 27 in the Standard MM and you can still raise them with advanced monsters or templated ones.
Following the pattern in the DMG presented a CR20 trap should have a base craft DC of 45 at least, how many non-epic PCs/NPCs will succeed on that task? -Only on who is really trap freak.

And now think once again, a rogue can find traps with the search skill and if he is really good finding them even with only T10 might not be very difficult for him at all. But you do not complain that a fighter can hit always with a to hit roll if it is possible, that a wizard casts spells as long it is possible for him, but you think it is not ok to have the rogue find everything he is searching for with the search skill as long it is possible and what will make it impossible a DC so high he can't beat it with his search check result. Where is the problem at all.

Many said it before place the really nasty traps in places where you would not suspect them not obvious ones like doors.
Use less traps, so your rogue can't "spoil" so much of your game.
 

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