Takeing 10 on D.D.


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mmu1 said:
Well, given that the PHB also uses climbing a rocky slope as an example of something you can Take 10 on (also p.61), there is no reason not to be able to use it on Disable Device. There is no real difference between failing your Take 10 check in the middle of a climb and falling to the ground and failing it while disarming a trap and getting blasted/poisoned/crushed.

If you read the whole paragraph, it seems pretty likely that by "distracted or threatened" the designers pretty much mean attacked, or at least influenced by a hostile third part of some kind, since the condition they bring up that causes Krusk to not be able to Take 10 anymore is getting attacked by a goblin in the middle of the climb.
Yeah, that's pretty much the way I interpret it (at least for the "threatened" part). However, I would also include things other than combat that would "distract" the character, but none of those apply here.
[Edit: But what I was saying before is that it is up to the DM to decide what "threatens" or "distracts". My interpretation is not necessarily everyone else's interpretation.]
 
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Absolutely you can take 10 on disable device. If you have a find traps/disable device expert, then, when not it an otherwise hazardous or distracting environment, the checks will work all the time on "regualr" traps.

So? The rogue is getting what he "paid" for. There are other things he can't do because he can do these two so well. This is not a problem.

Of course, the really, really tough magical devices will defeat him just when he is getting overconfident!
 

Artoomis said:
Absolutely you can take 10 on disable device. If you have a find traps/disable device expert, then, when not it an otherwise hazardous or distracting environment, the checks will work all the time on "regualr" traps.

So? The rogue is getting what he "paid" for. There are other things he can't do because he can do these two so well. This is not a problem.

Of course, the really, really tough magical devices will defeat him just when he is getting overconfident!

Wow Arty, we agree on something.

--Surprised Spikey
 

Taking 10 on DD is not that big of deal. As a the GM you can try to psych him out by hinting that taking 10 will not be enough. Or you can have some traps that he takes 10 on he sets off. But neither makes for a fun time. Let the rogue DD things. Do you hinder the mage from casting spells or the fighter from fighting?
 

Hopefully your player isn't reading this, because I'm gonna suggest a rat-bastard trick you can use to catch this techie rogue.

In your campaign world, trapmakers probably know that for every trap, there's someone who can disable it, and that trap disablers have an infuriating tendency to go adventuring with tombraiders and the like. So occasionally, they'll design a trap like this:

Poison_Needle, Search DC 25, DD DC 25: poison needle coated with contact venom, activated when chest is opened.
Falling Ceiling Block: Search DC 35, DD DC 20: when poison needle trap is disabled, it triggers a complex mechanism that drops the ceiling onto a 10' square centered on the poison needle. Reflex save for partial damage

When the PC originally searches for traps, have him only discover the needle; require a second search check if he wants to look for more traps.

The trapmaker's goal is mostly psychological: if there are several traps like this in the dungeon, she figures, the tombraiders are less likely to be cocky about having disabled a trap, and less likely to proceed.

Use variants on this one-two punch for extreme paranoia. For example, I once had a room trapped with pressure plates (Search DC 15), which didn't activate anything; the real pressure plates (Search DC 30) were located in between the dummy ones, and caused the room to seal and flood. The PCs felt awful clever about carefully tiptoeing between the pressure plates they discovered -- for about two seconds, until they heard the twin clicks of doors snicking shut.

Daniel
 

DM's discretion of course, but I would say a trap could threaten if it was actively moving to damage the rogue, like a wall sliding toward the rogue,while he is attempting to disable the device. Those that remember Tomb of Horrors can visualize several traps where the character is "rushed" by parts of the trap or other non attack type threats while trying to remove a trap.

Of course if the trap gets him within 10 rounds (1 minute), he can't take 10 anyway.
 

purple knight said:
DM's discretion of course, but I would say a trap could threaten if it was actively moving to damage the rogue, like a wall sliding toward the rogue,while he is attempting to disable the device. Those that remember Tomb of Horrors can visualize several traps where the character is "rushed" by parts of the trap or other non attack type threats while trying to remove a trap.

Of course if the trap gets him within 10 rounds (1 minute), he can't take 10 anyway.

Nice. A very good example of when you cannot take 10.
 

One more vote for taking 10 on disable device. As was said, the Krusk climbing a cliff example is good evidence that there is nothing wrong with this.

Another example is the Rogue's high-level skill of Mastery - being able to take 10 even when rushed.

THe only thing you cannot do is take 20 when there is a chance of failure. Not even bad failure, ANY failure at all will keep you from doing it. The "Assume you roll a 1" thing came from an example that Ryan Dancey gave on Eric's News site years back. (God, has it been years, now?)
 

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