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General Tabletop Discussion
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Spells that could be improved / better designed
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<blockquote data-quote="Sorcerers Apprentice" data-source="post: 6906473" data-attributes="member: 6854936"><p>I will not rest untill my foes are vanquished!</p><p></p><p>Just kidding <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /> Let's get back to the spells, specifically "find traps". I think the main reason why this spell is underwhelming is that it rarely provides you With any actionable information. The default assumption when exploring a Dungeon should be that any step you take could trigger a trap that will wipe the party, so wise adventurers will always proceed With the utmost care. <em>Knowing </em>rather than assuming a trap is present doesn't really allow you to do anything different. If the spell tells you there aren't any traps, that just lets you relax a bit for the NeXT 120 feet untill you have to start being careful again. </p><p></p><p>The only practical use case I can see for the spell is when you want to cross an area fast and don't really have time to search for traps, then knowing that there are no traps will be very helpful, and knowing that there's a Deadly trap could make you reevaluate the situation. This is a very situational use though, it's not going to come up on most Dungeon crawls.</p><p></p><p>I think the spell would be fine if it could pin-point the location of any traps in range.  That won't obviate the need for a rogue or other Professional trap searcher while exploring a Dungeon, since you don't get enough spell slots to cast it every 120 feet, and traps might Block Your path even if you know about them. But it would make the spell quite useful in cases where you don't have time or opportunity to search for traps, such as when you have combat in a room full of traps.</p></blockquote><p></p>
[QUOTE="Sorcerers Apprentice, post: 6906473, member: 6854936"] I will not rest untill my foes are vanquished! Just kidding :) Let's get back to the spells, specifically "find traps". I think the main reason why this spell is underwhelming is that it rarely provides you With any actionable information. The default assumption when exploring a Dungeon should be that any step you take could trigger a trap that will wipe the party, so wise adventurers will always proceed With the utmost care. [I]Knowing [/I]rather than assuming a trap is present doesn't really allow you to do anything different. If the spell tells you there aren't any traps, that just lets you relax a bit for the NeXT 120 feet untill you have to start being careful again. The only practical use case I can see for the spell is when you want to cross an area fast and don't really have time to search for traps, then knowing that there are no traps will be very helpful, and knowing that there's a Deadly trap could make you reevaluate the situation. This is a very situational use though, it's not going to come up on most Dungeon crawls. I think the spell would be fine if it could pin-point the location of any traps in range. That won't obviate the need for a rogue or other Professional trap searcher while exploring a Dungeon, since you don't get enough spell slots to cast it every 120 feet, and traps might Block Your path even if you know about them. But it would make the spell quite useful in cases where you don't have time or opportunity to search for traps, such as when you have combat in a room full of traps. [/QUOTE]
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