glass said:
Common sense would dictate that you cannot search a chest for treasure or a chest for traps from 10 ft away, however, if we eliminate the scenarios where the from 10 ft clause is at variance with common sense, we are left with very little: The exception becomes the rule. The word 'generally' does allow exceptions, it does not allow exceptions to be more common that the rule.
Your interpretation would have some merit if the table of examples did not consist of things which quite blatantly could not be done from 10 ft away in real life (especially ransack a chest!), but are clearly the 'general' case.
I don't at all see how they are clearly the "general" case. If you're confused on this, I invite you to email the Sage and ask him if you can ransack a chest from 10' away without touching it.
I looked at the trap rules last night, and here's how I'd price the trap I described above. To restate the trap:
A vial of insanity mist is in a cabinet along with a nice bit of treasure. The cap to the vial is pierced with a thin hole that runs side to side (i.e., along the top of the vial). The vial is on its side, with the cap facing the door to the panel.
A thin metal rod threads the hole in the cap and is attached via gears to the handle of the cabinet door. If the door is opened, the rod pulls the cap out of the vial, releasing the insanity mist into the room.
The cabinet door handle can easily turn 90 degrees clockwise, which unlatches the cabinet door. With greater difficulty it can be turned a further 90 degrees clockwise, which causes the gears to retract the metal rod from the vial's cap; the door can then be opened safely. The handle mechanism does not touch the door anywhere except at its circular base, and is far enough from the door's surface that the user's hand does not touch the door at any point. The trap has never previously been triggered
If you're searching for the trap
and you can see any component of the trap, the Search DC is 5 -- it's very obviously a trap
if you're looking at it. Of course, you can't search for it if you can't see any components of the trap, and no components of the trap or effects of the trap are visible on the outside of the cabinet. The disable device DC is 15: it's fairly easy to disable. Furthermore, a player who tells the DM specifically what they're doing to bypass it may do so automatically.
Given that, it's a CR 2 trap, according to the chart in the DMG. The cost for it is 1,700 gp, of which 1,500 gp pays for the insanity mist. That's 200 gp to construct a metal dowel that's retracted by a set of gears and a handle that clicks into place in two positions with greater resistance moving from the first to the second position.
Completely within the rules.
Folks may object to the italicized text above, but that's well within the rules, too: although generally you must be within 10' of something to search for it, obviously you may not search for something visually that you can't see, and in this case the PC would need to gain access to the cabinet's interior through another means in order to search for it. Such methods could include:
-Drilling a hole in the cabinet
-Removing hinges and opening the door from the other side
-Opening the door very slightly and peering in.
I play a very description-rich game, and my players will describe actions in the level of detail necessary -- especially if they have a reason to suspect a trap. Again, I'm likely to give them those reasons earlier: they may know that the room they're exploring is the bedroom of a paranoid ruler with a taste for the macabre, for example.
If you play a description-light game, or if you prefer your games to be beer-and-pretzels in which combat is the emphasis, that's totally fine; I enjoy such games sometimes. But in a description-heavy game, such traps can work very well.
Daniel