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<blockquote data-quote="Remathilis" data-source="post: 4989179" data-attributes="member: 7635"><p>See, I was coming here to recommend Basic Fantasy and I got caught seeing this.</p><p></p><p>I guess I'm one of those DMs who like the "Find Traps" ability of a thief. I ALWAYS allow a thief/rogue to find "traps" (be it spells/wards, pit-traps, or mechanical traps) and disarm them with the roll (or rolls). The only exception is natural hazards (quicksand, etc). It lets the thief feel empowered doing his job and doesn't get into the myriad of "what is a small-mechancal trap" arguments that make me want to roll my eyes. Let the thief do his job; steal, trapfind, sneak, and scout dammit! Don't play "Guess that I'm thinking" with the thief player who just wants to know is the dang hall gonna support his weight or not!</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4989179, member: 7635"] See, I was coming here to recommend Basic Fantasy and I got caught seeing this. I guess I'm one of those DMs who like the "Find Traps" ability of a thief. I ALWAYS allow a thief/rogue to find "traps" (be it spells/wards, pit-traps, or mechanical traps) and disarm them with the roll (or rolls). The only exception is natural hazards (quicksand, etc). It lets the thief feel empowered doing his job and doesn't get into the myriad of "what is a small-mechancal trap" arguments that make me want to roll my eyes. Let the thief do his job; steal, trapfind, sneak, and scout dammit! Don't play "Guess that I'm thinking" with the thief player who just wants to know is the dang hall gonna support his weight or not! [/QUOTE]
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