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The Gloves Are Off?
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<blockquote data-quote="JiffyPopTart" data-source="post: 8871362" data-attributes="member: 4881"><p>Failing the DC:X check to notice the trap, failing to disable the trap because they didn't know it was there, and asking for a DC:X check to avoid the negative outcome of the trap is how the basic game is written and how I run it.</p><p></p><p>Whether or not a character has gloves isn't germane to the trap. If they fail to notice the trap ahead of time and interact with the chest setting off the trap, then they suffer the consequence. For all I care the player is welcome to narrate how they were poisoned themselves. I don't even really care that it's a contact poison vs a puff of spores vs a poison spell vs launching an angry brown recluse up a pants leg.</p><p></p><p>I suppose if the trap description said "Characters wearing gloves are immune to trap damage" then then a free pass happens but I'm not aware of any verbiage in 5e that says this. </p><p></p><p>Instead the OP seems to be trying to add additional methods of success/failure beyond just a simple pass/fail DC check versus a skill. This extra complexity now means they have to figure out what kind of handwear a character is using and have now opened up the floor for a player to bargain their way out of a failed state.</p><p></p><p>Arguing about gloves and contact poisons is just a step towards the 30 minute per empty room dungeon crawl playstyle that is the opposite of what I want in a game.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8871362, member: 4881"] Failing the DC:X check to notice the trap, failing to disable the trap because they didn't know it was there, and asking for a DC:X check to avoid the negative outcome of the trap is how the basic game is written and how I run it. Whether or not a character has gloves isn't germane to the trap. If they fail to notice the trap ahead of time and interact with the chest setting off the trap, then they suffer the consequence. For all I care the player is welcome to narrate how they were poisoned themselves. I don't even really care that it's a contact poison vs a puff of spores vs a poison spell vs launching an angry brown recluse up a pants leg. I suppose if the trap description said "Characters wearing gloves are immune to trap damage" then then a free pass happens but I'm not aware of any verbiage in 5e that says this. Instead the OP seems to be trying to add additional methods of success/failure beyond just a simple pass/fail DC check versus a skill. This extra complexity now means they have to figure out what kind of handwear a character is using and have now opened up the floor for a player to bargain their way out of a failed state. Arguing about gloves and contact poisons is just a step towards the 30 minute per empty room dungeon crawl playstyle that is the opposite of what I want in a game. [/QUOTE]
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