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Trap-disabler Wanted: Optimized halflings need only apply?
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<blockquote data-quote="Zerakon" data-source="post: 4316926" data-attributes="member: 12921"><p>Mike000:</p><p></p><p>If you want to argue that the rogue doesn't have to roll to disable that trap, that's cool for your campaign. I interpret the trap itself as being an encounter, so I'm going to have my rogue roll. I know my players and know that they have fun rolling the old d20s and letting there be a chance of failure. I interpret the rules as supporting my argument, as the trap is worth Experience Points thus it is an encounter and Take 10 says you can't be in an encounter. But I do think the Take 10 rules could have been clearer.</p><p></p><p>As far as whether he should be fighting or disabling in this particular case: sure, if you're fighting things that you can push into pendulums, go for it. But what if you're fighting incorporeal stuff that isn't affected by the trap. And really, I'm talking about a general problem here (the skill challenge method for trap disabling), not just this one specific trap.</p><p></p><p>I think the people who are saying "it's okay for the dabbler to be worse than the specialist" are missing the point of the <strong>dramatic</strong> shift in the math regarding success vs. failure. I say it's too dramatic of a swing for my campaign and not fun to watch the rogue fail way more than he succeeds at such things. I think the 4e design is excellent overall, but I still conclude that they goofed with the math of skill challenges, and moreso by applying skill challenge mechanics to traps. At least non-thievery skill challenges will produce an <strong>interesting</strong> failure.</p></blockquote><p></p>
[QUOTE="Zerakon, post: 4316926, member: 12921"] Mike000: If you want to argue that the rogue doesn't have to roll to disable that trap, that's cool for your campaign. I interpret the trap itself as being an encounter, so I'm going to have my rogue roll. I know my players and know that they have fun rolling the old d20s and letting there be a chance of failure. I interpret the rules as supporting my argument, as the trap is worth Experience Points thus it is an encounter and Take 10 says you can't be in an encounter. But I do think the Take 10 rules could have been clearer. As far as whether he should be fighting or disabling in this particular case: sure, if you're fighting things that you can push into pendulums, go for it. But what if you're fighting incorporeal stuff that isn't affected by the trap. And really, I'm talking about a general problem here (the skill challenge method for trap disabling), not just this one specific trap. I think the people who are saying "it's okay for the dabbler to be worse than the specialist" are missing the point of the [b]dramatic[/b] shift in the math regarding success vs. failure. I say it's too dramatic of a swing for my campaign and not fun to watch the rogue fail way more than he succeeds at such things. I think the 4e design is excellent overall, but I still conclude that they goofed with the math of skill challenges, and moreso by applying skill challenge mechanics to traps. At least non-thievery skill challenges will produce an [b]interesting[/b] failure. [/QUOTE]
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Trap-disabler Wanted: Optimized halflings need only apply?
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