Search and taking 20: the problem

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Remember, if you cant find it then you cant disable it. Making traps 'impossible to find' kills two skills at once.

Along with several comments earlier about the person creating it needing a way around it. Or people who know about it avoiding certain areas, or any number of extraneous factors. Not to mention the rogues seemingly incredibly ability to search for the most minute clues that none of us would ever be able to find on our own.
 

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Sure my suggestions about increasing the DC in that case are not covered in the rules. But I never said they were.
Someone can do that by houseruling, would be perfectly fine with me, as well as your doing in your group with the search skill.
As long I'm not asked for my opinion! ;)
 

Black Knight Irios said:
fact is given the rules as they are, there is nowhere stated that the rogue has a Six Senth, but it is stated that you are not at risk of springing a trap by searching for it.
Actually, I don't believe it is -- I believe people have concluded that based on the fact that there is no "retry" paragraph, suggesting that there's no specific penalty for failure.

However, there can clearly be penalties for failing search checks. If I decide to ransack a check with a DC 25 trap on it and I roll 19 on my search check, I don't see the trap, but ransacking the chest is enough to set the trap off.

To read a rule into the holes in the rules is often dangerous and leads to counterintuitive results.

In my scenario, however, the search check doesn't set the trap off -- rather, opening the cabinet door (one way to enable searching the cabinet's interior) sets it off.

Daniel
 

Pielorinho said:
In my scenario, however, the search check doesn't set the trap off -- rather, opening the cabinet door (one way to enable searching the cabinet's interior) sets it off.

Daniel

Yes, it does not set the trap off because in your scenario you say, you can't find anything with search, so there is pretty no difference between searching and not searching at all because you made it impossible to find something.
But that way you removed the use of search to detect the trap at all, that is simply not fair and for sure against the rules.


But another point, if the game designer intended to make undetectable traps, why is there is no one given in the DMG or even better is there a non-detection component for traps that can be added?!? -No, what might be the reason...could it be that the intention was that any trap can be found with the search skill with a high enough skill level to beat the DC!

And simply read this one once again.

And again tell me, where in the DMG do you find the addable component for traps that makes it undetecable with search?!? -Simply answer this question.
 

Pielorinho said:
Actually, I don't believe it is -- I believe people have concluded that based on the fact that there is no "retry" paragraph, suggesting that there's no specific penalty for failure.

You mean other than that is what the rules say?

SRD:
Try Again: If this paragraph is omitted, the skill can be retried without any inherent penalty, other than the additional time required.
 

Scion said:
You mean other than that is what the rules say?

SRD:
Try Again: If this paragraph is omitted, the skill can be retried without any inherent penalty, other than the additional time required.
Bingo you got your answer.

Remember there is a difference between ransaking a chest and looking for a trap on a chest.
 

Pielorinho said:
Sorry, I thought that was clear from the description: turning the handle a total of 180 degrees bypasses the trap entirely, but at 90 degrees the handle clicks and the door can be opened (although that'll set the trap off).

Daniel

Right, sorry, forgot about that.

So when the handle turns, the gears turn, right? That has to make some kind of vibration, which is then detectable. It has also added an amount of resistance to the handle - also detectable. When the rogue has determined there are no contact poison type traps on the cabinet, first thing he's gonna do is start checking out the movement of the handle. If safe crackers can feel/hear tumblers moving in a combination lock, the rogue can certainly feel/hear the gears turning when he moves the handle.

Thus, you can find something without opening the cabinet. If there is a way to set off the trap from the outside, then there is a way to detect the trap from the outside, at least with technology available in D&D campaigns.

When someone says "I search the chest for traps" most DMs assume they're not going to open the chest to do so. That would be patently stupid. If the player said "I look through the contents of the chest" then that's different, that implies opening it.

If there is a trap that does not get set off by opening the chest, but would while searching the interior of the chest, then the rogue opens the chest, says "I search through the chest" and has a chance to find the trap without setting it off.

-The Souljourner
 

Pielorino, it seems to me that your examples of so called "undetectable" traps all commit the error of assuming that they are crafted perfectly and have no trace of the mechanism that is visible or inferrable from outside. If you add "this trap is perfect" to your premises, then obviously it will still be there in your conclusions.

Now, OTOH, the premise of most investigative fiction from Sherlock Holmes to CSI to MacGyver to the odd bits of investigation found in action movies is quite different. There is NO perfect crime, there is NO perfect trap, etc. One can cover the obvious evidence and cover the obvious evidence of covering the obvious evidence but one can neither forsee all possibilities nor always cover ALL the evidence or all of the evidence of covering all of the evidence.

The relevance to the trap-detecting scenarios is quite clear. Assuming that the trapped chest in question is a dummy--meant to lure thieves in and harm them rather than to defend anything in the chest (because if it's meant to defend something in the chest then someone needs to be able to reliably use it safely), it's still possible that some clue in the chest's construction could indicate the presence of the mist vial to the theif. Perhaps the seal is only very very nearly airtight and, over time, a little bit has leaked out, leaving a faint sent or inducing slight lightheadedness when one approaches the chest. Perhaps the wood has aged slightly differently where the pins connecting the rod to the lid are--indicating the presence of some mechanism inside the chest. Or perhaps the pins are made of a metal that stains the wood. Or perhaps, a clever observer can see that the chest has probably never been opened and everyone who went through the room seems to have given it a fairly wide berth and come to the conclusion that it's a trap. Obviously, all of these possibilities are fallible, but denying the possibility of all of them makes it an increasingly contrived "perfect crime" scenario which, while it looks good for a "what if" discussion, doesn't fit with the concept of a living campaign world and begins to be a lot more like a DM saying "rocks fall, everyone dies" than actually having a reason for rocks to fall, and a place for them to fall from. (One should note that it can also be done for any trap--even one that obviously ought to be detectable like a pit covered with some weak branches and leaves--"there might be gaps where, if one looks closely, one can see that there is no dirt underneath"-"no, the trapmaker put some dirt on the branches to disguise that", "it's hard to make a thousand leaves in one area look perfectly natural"--"no, the trapmaker disguised it perfectly as a forest floor", "maybe there are animal tracks that avoid it or an animal stepped on one of the branches and started to break the wood but jumped back just in time leaving a sign visible to the trained and careful eye"--"well, it could have happened but it didn't--in fact, several animals just barely light enough to walk across without setting it off have walked across it in the last day and the leaves, etc shifted just enough that their tracks don't give any clue as to the unnatural flexing of the ground--don't you get it, this is a perfect pit trap and it's undetectable unless you either set it off or send monsters/sheep/halflings to walk ahead of you." At this point, the ingenuity of the trap is not relevant to it's difficulty; the obstinacy of the DM is what makes it hard to find).

The idea of separate DCs 30 for finding it without risk, 15 for finding it with risk is a good one (but keep in mind that, once you've cranked the basic DC to 30, the trap is no longer CR 2)--certainly far better than "this trap is perfect; you can't find it unless you set it off." However, the whole idea of describing in detail where and how you search reminds me very much of the "well of course you didn't find the spellbook because you searched the room not the top of the table" scenario--or the scenario I played once where, right before our party climbs down a pit to retrieve a dagger, we see an ancient warning in elven scrawled in four foot tall letters along the side: "Let the evil rest here." We wasted half an hour thinking about how to get the dagger out safely (no one touches the ashes around the dagger, etc) because the DM was stuck on "you looked in the pit, not on the wall." That may be fun for a while, but I'd much rather assume that my rogue knows how to find traps and searches in the best manners he knows how than have the whole thing degenerate into a game of "I shoot you"/"But I'm wearing a bullet proof vest"/"but I'm using armor piercing bullets"/"But armor piercing bullets are less lethal so I'm still alive"/"But armor piercing bullets from a FAL are still plenty lethal--even through 2 cinderblock walls and 50 gallon water drums so you're dead"/"I would be if I'd been there but I ducked"/"I saw you ducking because I drilled a hole in the wall to look for you before I shot"/'but you drilled a hole in the wall and there's a curtain hanging from that wall so it didn't help (if you'd drilled a hole in the door it would have worked)"/"etc etc."

If that makes my preferred style of play "beer and pretzels" so be it.
 

Pielorinho said:
Nail, my apology for the "confound/conflate" error on my part.
No worries! Easy to confound definitions, eh? Besides, I bet that if we looked over the OED, we'd find problems with my grammar too.

The letter example is an example of what search checks can turn into ...
True enough! But I think it's reasonable to confine our search skill discussion to "rogues finding traps". Other uses of the search skill are OT, IMHO. ...but I can see how you might see otherwise.


A rogue can find my example trap with a search check -- he just has to futz around with the panel in order to find it, and his futzing around risks setting the trap off. .......(snip).... No dice rolls are involved in opening the cabinet door.
As a player, this would bother me to no end.

Assumption: I play a 16th level rogue with maxed out search skill and magic item/spell buffs to increase it even further.

Situation:My rogue comes across your "panel trap" (CR 2?). I (the player) say: "My rogue searches the panel and surrounding area for traps."

Players Expectation: Given possible poor rolls, I would expect to find the trap.

Pielorinho's Expectation: PC rogue can't see trap, so won't find trap. DM says: "You find no traps."

Hilarity ensues.

....do you see how this could be a problem?
 

DarkMaster said:
Bingo you got your answer.

Remember there is a difference between ransaking a chest and looking for a trap on a chest.

It doesnt matter though, searching and not finding isnt a penalty. It isnt even necissarily a bad thing in any way (ie there is no trap, you decided to walk a different direction anyway, finding the magical bone of ultimate destruction would've been bad, etc)
 

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