Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Should traps have tells?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 9810851" data-attributes="member: 4937"><p>I have long held that the simple "search" check is the most complex thing in all of D&D and this doesn't really matter whether you are talking about "I check for traps' in 1e AD&D or "I search the 5x5 grid" in 3e D&D. </p><p></p><p>The problem is we are trying to take something that is concrete and abstract it. The character did a series of progressively more intrusive things in some area that is not really specified by the mechanical declaration by the player to avail themselves of the rules. This puts an enormous burden of interpretation on the GM. Did they look or did they touch? What things did they look at or touch? In general, I tend to require the declaring character to make some sort of declaration of intent and method when "searching" in order to answer the questions you are answering. For example, a visual inspection only tends to give a penalty on the search check while being generally safer than tactile inspection. </p><p></p><p>In general, a search for traps is intended primarily as a search for a trigger mechanism, and not the trap itself. In the case of the two being close together, the searcher may find both, but if the trigger mechanism triggers something remotely they tend to find the trigger mechanism but not an explanation of what it does. In the case of the pattern of small holes in the wall, a search of the wall my find that relatively easily (DC under 20) but barring ability to gather more information (like microscopic vision or x-ray vision) what is down them small holes might not be obvious. That it's a trap could be inferred but wouldn't be something I'd tell them. They are gathering information they can find.</p><p></p><p>Finding the trigger mechanism however might be more difficult (DC over 20) and might require searching a different area. This might discover a pressure plate or an additional lever in the chest latch or the lock mechanism, or whatever. This is a "trap" in the sense the Rogue recognizes this as a trigger mechanism but doesn't tell the rogue what it does necessarily unless the trigger is closely related to the trap.</p><p></p><p></p><p></p><p>If disabling device, they don't have to describe how they disable the trigger. Note however in many cases they can describe how they evade the trap without disabling the trigger. For example, having found a pressure plate, they might describe how they outline it in chalk and then say, "No one step here, there is some sort of pressure plate.", in which case in normal circumstances everyone will carefully step around the trap and not set it off. However, forced movement from panic, bullrushes, or moving into that square while in combat might result in a percentage chance of accidentally setting it off. </p><p></p><p>A lot of the time if the player can identify the trap and the trigger, the trap can be "disarmed" by having it go off in a controlled manner. This is what Indiana is basically doing when he first finds the pressure plate for the dart trap. This doesn't require a disable device roll. If the PC's can identify a trip wire and observe from the walls it's probably some sort of scythe trap, they might cut or pull the trip wire with a 10' pole or a polearm from a relatively safe distance and hope for the best. If they suspect a door is trapped, they can always try to open it in a way that evades the trap, such as tying a rope to the handle or opening it from the side. Of course, the trap might always turn out to be different than what they expected if they can't identify what it is only the mechanism.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9810851, member: 4937"] I have long held that the simple "search" check is the most complex thing in all of D&D and this doesn't really matter whether you are talking about "I check for traps' in 1e AD&D or "I search the 5x5 grid" in 3e D&D. The problem is we are trying to take something that is concrete and abstract it. The character did a series of progressively more intrusive things in some area that is not really specified by the mechanical declaration by the player to avail themselves of the rules. This puts an enormous burden of interpretation on the GM. Did they look or did they touch? What things did they look at or touch? In general, I tend to require the declaring character to make some sort of declaration of intent and method when "searching" in order to answer the questions you are answering. For example, a visual inspection only tends to give a penalty on the search check while being generally safer than tactile inspection. In general, a search for traps is intended primarily as a search for a trigger mechanism, and not the trap itself. In the case of the two being close together, the searcher may find both, but if the trigger mechanism triggers something remotely they tend to find the trigger mechanism but not an explanation of what it does. In the case of the pattern of small holes in the wall, a search of the wall my find that relatively easily (DC under 20) but barring ability to gather more information (like microscopic vision or x-ray vision) what is down them small holes might not be obvious. That it's a trap could be inferred but wouldn't be something I'd tell them. They are gathering information they can find. Finding the trigger mechanism however might be more difficult (DC over 20) and might require searching a different area. This might discover a pressure plate or an additional lever in the chest latch or the lock mechanism, or whatever. This is a "trap" in the sense the Rogue recognizes this as a trigger mechanism but doesn't tell the rogue what it does necessarily unless the trigger is closely related to the trap. If disabling device, they don't have to describe how they disable the trigger. Note however in many cases they can describe how they evade the trap without disabling the trigger. For example, having found a pressure plate, they might describe how they outline it in chalk and then say, "No one step here, there is some sort of pressure plate.", in which case in normal circumstances everyone will carefully step around the trap and not set it off. However, forced movement from panic, bullrushes, or moving into that square while in combat might result in a percentage chance of accidentally setting it off. A lot of the time if the player can identify the trap and the trigger, the trap can be "disarmed" by having it go off in a controlled manner. This is what Indiana is basically doing when he first finds the pressure plate for the dart trap. This doesn't require a disable device roll. If the PC's can identify a trip wire and observe from the walls it's probably some sort of scythe trap, they might cut or pull the trip wire with a 10' pole or a polearm from a relatively safe distance and hope for the best. If they suspect a door is trapped, they can always try to open it in a way that evades the trap, such as tying a rope to the handle or opening it from the side. Of course, the trap might always turn out to be different than what they expected if they can't identify what it is only the mechanism. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Should traps have tells?
Top