Black Knight Irios said:
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.
Since I've already answered this question umpteen million times, I'll give it a single-word answer here: nowhere.
Souljourner said:
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.
Haven't I already said that sometimes to search something you have to futz around with it? We're in agreement.
nail said:
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?
Ah, yes! I see how this could be a problem if the DM says, "You find no traps." Remember, I've said I run a description-rich campaign, however. Here's how the conversation would work:
DM: ...And against one wall, there's an oak cabinet with a brass handle on it; it looks big enough to hold a small child.
Player (remembering that the room was inhabited by an insanely paranoid wizard): Hmm. I search it for traps.
DM: You just looking it over, or are you going to mess around with it?
Player: First, I want to just give it a quick once-over, and then I'll examine it very carefully, but i'm not touching it yet.
DM: Regular roll followed by take 20 ifyou don't find anything?
Player: Sure. I get +12 on my search check.
DM: (secret roll) Okay, even after examining it carefully for a couple minutes, the cabinet's exterior looks unremarkable to you -- if this is trapped in any way, you sure can't see it. The handle appears to rotate counterclockwise.
Player: Uhh...wizard, you got a spare detect magic?
Wizard player: Sure. DM, what do I see?
DM: Yeah, there are magical auras in there....three of them...two of them pretty weak, but one very strong. Gimme some spellcraft rolls...Okay. The two weak ones look similar, radiating something like warm sunshine, similar to what those curing potions you found earlier radiated. The strong one seems to glow with swirling dark energy
[N.B.: I make item identification with detect magic much easier than normal IMC, and am assuming now the cabinet contains two potions of CLW and a wand of vampire touch or something, for the sake of showing how I'd handle this in-game].
Player: Interesting.
And then one of several things might happen.
Player: I turn the knob. Does the cabinet open?
DM: Yep, the knob turns and you hear a click, and the door is loose.
Player: Cool, let's see what we got!
DM: Oooohkay. As you throw open the door, a sharp chemical scent, like bitumen and oranges, fills the air, and I need you and the wizard to give me fort saves....
or
Player: I turn the knob. Does the cabinet open?
DM: Yep, the knob turns and you hear a click, and the door is loose.
Player: I want to open it a fraction of an inch and peek inside.
DM: Okay. (rolls another search check) You do see some sort of mechanism inside -- a metal rod run from the handle along the inner length of the door, ending in the cap to what looks like a pint-sized glass flask. It looks like the cap on the verge of being pulled out of the flask.
Player: Yikes! Shut the door, shut the door!
or:
Player: I don't trust this. Is there any other way into the cabinet?
DM: Unless you want to go through the wood, not really.
Player: Wizard, where are the auras in there?
DM: They're all in the right-hand side.
Player: Okay, I want to use my thieve's tools to cut a hole in the left-hand side; can I do that?
DM: Sure -- just drill a hole with your hand-drill and then put a sawblade in there. It'll take you a few minutes, but you can do it. Give me a disable device check, unless you want to take 10.
Player: I'll take 10.
DM: No problem: two minutes later, you've got a nice little 4" square hold cut in the wood. As you ease that section of wood out, you're able to see the interior of the cabinet. There's what looks like a jewelry box, two small metal flasks, a long box covered in purple velvet -- and then there's some sort of mechanism inside -- a metal rod run from the handle along the inner length of the door, ending in the cap to what looks like a pint-sized glass flask.
As you see, I'm not ever going to say, "You find no traps." At each stage, the player gets information enough to decide whether to continue being cautious or to throw caution to the wind.
Daniel