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Taking 20 Too Often
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<blockquote data-quote="Al'Kelhar" data-source="post: 3361147" data-attributes="member: 7884"><p>IMC, at 5th level rogues get an ability called "Improved Trapfinding" which works like an elf's sense secret doors, or dwarf's sense unusual stonework abilities, but for mechanical traps. Whenever a 5th level or higher rogue gets within 5 feet of a mechanical trap, he gets a Search check (rolled secretly by the DM) to detect it.</p><p></p><p>One of the special abilities then available to rogues from 10th level is "Greater Trapfinding", which makes the range of detecing mechanical traps 10 ft, and allows the rogue to sense magical traps within 5 feet.</p><p></p><p>On the issue in question, I agree with other posters' comments. Don't deliberately penalise players for their characters being cautious, but emphasise the length of time taking 20 on Search checks takes. Then put them in a few situations where time is of the essence for good, in-game reasons (not ones contrived to force the point). Have dynamic dungeons - I've never used 'random' encounter tables, but if some place is the lair of an intelligent adversary, it or its guards are likely to be wandering around the place, probably in force if they know the PCs are there. And as other posters have noted, disarming traps isn't the same as finding them; and just because they've found the secret door doesn't mean they've found the special key or command word required to open it.</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 3361147, member: 7884"] IMC, at 5th level rogues get an ability called "Improved Trapfinding" which works like an elf's sense secret doors, or dwarf's sense unusual stonework abilities, but for mechanical traps. Whenever a 5th level or higher rogue gets within 5 feet of a mechanical trap, he gets a Search check (rolled secretly by the DM) to detect it. One of the special abilities then available to rogues from 10th level is "Greater Trapfinding", which makes the range of detecing mechanical traps 10 ft, and allows the rogue to sense magical traps within 5 feet. On the issue in question, I agree with other posters' comments. Don't deliberately penalise players for their characters being cautious, but emphasise the length of time taking 20 on Search checks takes. Then put them in a few situations where time is of the essence for good, in-game reasons (not ones contrived to force the point). Have dynamic dungeons - I've never used 'random' encounter tables, but if some place is the lair of an intelligent adversary, it or its guards are likely to be wandering around the place, probably in force if they know the PCs are there. And as other posters have noted, disarming traps isn't the same as finding them; and just because they've found the secret door doesn't mean they've found the special key or command word required to open it. Cheers, Al'Kelhar [/QUOTE]
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