Search and taking 20: the problem

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Black Knight Irios said:
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.
Don't get me wrong I am on your side, I was just saying it could be done. Rogue finding my traps never spoil my game since I always assume she will find them, when preparing their adventure. Finding it is one thing disarming it is another . Like I said epic trap should be for epic players.
 

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Scion said:
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.
As I said, I've got no problem with calling it something else. The narrative, the swashbuckling story I and the players create together, is more important than the categories or rules; as soon as the rules get in the way of the story, they gotta go.

But let me repeat myself: the rogue DOES have a way to find any trap. It's just that sometimes they don't have a way to find it without manipulating something that may or may not set the trap off.

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?
I'll repeat something I said at the beginning of the thread: I don't use traps very often, because they don't make sense to me very often. When I do, I eyeball the DC for finding the trap.

An example: early IMC, a group of amateur assassins guarded their front door by putting a poison-needle trap in the "keyhole." The "keyhole" was actually a hole through the door through which a string dangled, with the other end of the string tied to the door's crossbar; it was a simple, completely insecure arrangement used in the poor section of town for keeping doors shut. For the assassins, however, pulling the string activated a springloaded needle to shoot out into the hand of whoever pulled the string; the door itself wasn't latched at all, so to avoid the trap you just had to push hard on the door and ignore the string.

The players encountered it under time-pressure (they were assaulting the assassin hangout and didn't want the assassins escaping out the back window), so the front guy pulled the string and got a fingerful of poison. Had they searched, I would've assumed they looked in the hole, and the DC for finding it would've been about 5 -- only an idiot wouldn't have noticed the needle when looking into the hole.

If they'd been more careful about hiding it, they would've put the whole contraption on the far side of the door, spending more money and time, and the DC would've gone up to maybe 15 or 20.

Honestly, I can only think of one other trap I've used in a game: Symbols of Weakness on a magical prison, whose DC was set by the spell description.

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.
Disanalogous. A fighter-type might equally wonder why he'd put all his points into swordfighting when facing flying opponents. Not all strengths are good in all situations.

Of course, were I arguing that all traps should be undetectable by visual means etc., you'd have a legit criticism of what I'm saying. Fortunately, I'm not taking an extreme position like that. I'm just saying that you can't see what you can't see, and some traps can take advantage of that fact.

Daniel
 

Pielorinho said:
I'll repeat something I said at the beginning of the thread: I don't use traps very often, because they don't make sense to me very often. When I do, I eyeball the DC for finding the trap.
Now I understand.
edit: so why are you argueing so strongly something you don't quite understand?
Pielorinho said:
I'm just saying that you can't see what you can't see, and some traps can take advantage of that fact.

Daniel
and I can't taste what I can't put in my mouth, but I still can extrapolate the taste using smell and life experience.

as for the trap taking advantage of it is higher DC but not epic DC since seeing the trap is actually a very small part of the DC. As you said in your post about the assassin trap you put a DC of 5 because you could see it easily. BTW I would have allowed the rogue in my group to take 0 to look at the door extremely quickly(1 sec) to see if he could see the trap(which she would have with search of 9). But that's my way of playing.

Edit: I assume that trap you can see have a DC lower than 20 since anybody can detect them (see them). I could myself so no need for special skill to detect them.
 
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Just a few odd comments...

In a 'living' dungeon traps be more often tipped off by the peculiar pattern of behavior of its denizens rather than discerning the workings of the trap itself. This pile of dust suggests the local boys stop in the middle of this featureless hallway before continuing on. I better look at the floor more carefully and check the wall for good measure.

If you want to mess with the Rogue, I think it is being a poor sport to screw with the Search rules. Far more interesting to let him locate the trap fair and square but give him second thoughts whether he dare attempt to disable it.
DM: You note numerous holes -- most likely a gas trap. Furthermore you ascertain some general workings of the trigger mechanism. You may attempt to disable the trap on the sarcophagus lid, but it will first require drilling two holes in the side along the bottom and inserting wires to foul the trigger.
Rogue: Okay.
DM: It will take 5 minutes to drill and you will need to lie prone to make the disable attempt. That last part is not difficult but will require 30 seconds for the attempt.
Fighter: Go for it, peck!
Rogue: Um, but what if a vampire comes out while I am making the attempt? I will be lying prone at his feet in a cloud of poison gas?
Fighter: Go for it!
Rogue: No way!
 

Ridley's Cohort said:
If you want to mess with the Rogue, I think it is being a poor sport to screw with the Search rules.
See, this is the difference. Some folks start off by what's "fair" within the game; I start off with what's interesting within the world.

If you start off from the rules and work backwards, then of course you end up not wanting to change rules: it's unfair.

I don't care about fair. I care about creating an exciting, interesting, unpredictable story with my players. If something makes sense within the context of the story, I'll find a way to model it with the rules, not vice-versa.

But I'm not screwing with the search rules. There's nothing in the rules that suggest you can see things you can't see, or to suggest that things you can't see inevitably give clues to their existence as long as you're within 10' of them.

Ridley, how do you interpret the spy's letter situation?

Daniel
 

Incidentally, Ridley, that sounds like a fine technique you're describing, and one I'll use if I start including more traps in my games. A DM can never have too many tools in his bag; just as hidden traps are one tool, difficult-to-disable traps are another.

Daniel
 

Pielorinho said:
But I'm not screwing with the search rules. There's nothing in the rules that suggest you can see things you can't see, or to suggest that things you can't see inevitably give clues to their existence as long as you're within 10' of them.

Daniel
True, if you can't see it, even having spot 200 will not let you see it. Nobody said "inevitably gives clue" an epic trapmaker is probably profesionnal enough to make trap that are almost "invisible"(not to be taken literally). But very few people have that high level of profesionalism. Did you ever notice that hand made potterie or glass is almost never even, extremely few artisans are perfect. Even cars, a few years ago I was reading that every car coming out of the factory had thousand of minor imperfections. A good mechanic given time could easily finds them.

So why are you expecting the trapmaker to be perfect? Another example my wife's uncle designs plastic mold, he can see imperfections and design error in the mold of almost any plastic piece he sees, without even seing the actual mold. When I personally don't see anything. The rogue is an expert in trap and can see imperfection, incoherence that you and me could not even imagine.

edit my wife's uncle example can visualise how the mold was without even seing it. I hope you understand now why I say it is not necessary to physically see something in order to "see" it. Imagine from that piece he can see the mold in the chinese factory(that's far more than 10ft) or a simple door
 
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Pielorinho said:
Incidentally, Ridley, that sounds like a fine technique you're describing, and one I'll use if I start including more traps in my games. A DM can never have too many tools in his bag; just as hidden traps are one tool, difficult-to-disable traps are another.

Daniel
As for the spy letter this example is irrelevant: No trap involved.
Edit: I need to clarify, the search skill here is used in a different fashion, you need to retrieve something, I actually do not allow search check to open the backpack and put the content on the ground, but would put a DC for the rogue or anybody else(since it's not a trap) to identify without touching the bag that there is a parchement stored in the bag, by simply looking at it.

edit 2: Obviously this would not allow the rogue to read the content of the letter, but he could spot some ink spot on the bag coming from the writters hand, or notice the ink on the hand of the carrier, whatever the DC is there to take care of all that
 
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Darkmaster, I'll be happy to discuss this with you if you'll promise that you're not going to start up again with the ad hominems.

Let me know.

Daniel
 

Pielorinho said:
Darkmaster, I'll be happy to discuss this with you if you'll promise that you're not going to start up again with the ad hominems.

Let me know.

Daniel
I will try to keep it to the subject(I guess my alignement is more Chaotic and I have a tendency of getting mad quickly but I calm down as quickly),

sorry for my latin ignorance but what is ad hominems

edit:just used google, Promess I won't
 
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