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General Tabletop Discussion
*Dungeons & Dragons
Survivor Worst Spells: FIND TRAPS IS THE WORST!
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7173743" data-attributes="member: 6787650"><p>Oh! I misread you. I thought you were talking about spell slots, not the preparation limit. Agreed. That's highly situational though--in the example under discussion where you're dealing with security-style traps, Find Traps is totally worth preparing over Prayer of Healing.</p><p></p><p></p><p></p><p>De gustibus non est disputandem.</p><p></p><p></p><p></p><p>So there's no need to cast Protection Against Energy (Lightning) before taking the magic sword; and it's <em>probably</em> not a summoning trap so there's probably no need to cast Mirror Image or have all of the party clumped up together in mutual-defense formation. Instead, you either leave the magic sword alone, or you let the tiefling or red dragonborn take the sword while everyone stands far away (maybe two or three rooms away just in case there are chained traps, unless you've already checked for chained traps using Find Traps).</p><p></p><p>Yes, you (the player) have to use your head a little bit to make use of the information, but that is not a bad thing in my opinion.</p><p></p><p></p><p></p><p>Yep, so either you're going to leave that magic sword well enough alone and go look for something like the alchemy lab that <em>isn't</em> trapped--or else you're going to live dangerously and use the information you have or can deduce to minimize the risk of taking that magic sword. There's still no guarantees, but if you can bring a 50% chance of TPK down to 25% chance of one PC death, that's a change worth making.</p><p></p><p>(Of course, my <em><strong>other</strong></em> advice to you is: if you do manage to steal some magic items or gold from the archmage Archer, take that gold and use it to research a better version of Find Traps before your next heist. Just because Find Traps is better than nothing doesn't mean it's remotely <em>sufficient</em>.)</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7173743, member: 6787650"] Oh! I misread you. I thought you were talking about spell slots, not the preparation limit. Agreed. That's highly situational though--in the example under discussion where you're dealing with security-style traps, Find Traps is totally worth preparing over Prayer of Healing. De gustibus non est disputandem. So there's no need to cast Protection Against Energy (Lightning) before taking the magic sword; and it's [I]probably[/I] not a summoning trap so there's probably no need to cast Mirror Image or have all of the party clumped up together in mutual-defense formation. Instead, you either leave the magic sword alone, or you let the tiefling or red dragonborn take the sword while everyone stands far away (maybe two or three rooms away just in case there are chained traps, unless you've already checked for chained traps using Find Traps). Yes, you (the player) have to use your head a little bit to make use of the information, but that is not a bad thing in my opinion. Yep, so either you're going to leave that magic sword well enough alone and go look for something like the alchemy lab that [I]isn't[/I] trapped--or else you're going to live dangerously and use the information you have or can deduce to minimize the risk of taking that magic sword. There's still no guarantees, but if you can bring a 50% chance of TPK down to 25% chance of one PC death, that's a change worth making. (Of course, my [I][B]other[/B][/I] advice to you is: if you do manage to steal some magic items or gold from the archmage Archer, take that gold and use it to research a better version of Find Traps before your next heist. Just because Find Traps is better than nothing doesn't mean it's remotely [I]sufficient[/I].) [/QUOTE]
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