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Trapfinding as a Feat

DanMcS said:
Maybe at 1st level they get Trap Sense +0, which let's you reflexively "search" for traps when you're about to set them off, and then the +1 at third level and so on applies to search, reflex saves, and dodges versus traps.

Now that's a good idea: having trap sense give a bonus to search checks as well. I like that.
 

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I like to ley my players play what they like, if they want to play a druid of wizard (or whatever setting class they play) who may find and disable traps... i want to let them. I have not implemented this idea in my game (non currently) but it floated around in my head for some time now.

I do like Paraxis idea: the auto-search for traps.

arnon
 

I seem to rememember a HR thread about this before that brought up an auto-search option. IIRC it went something like:

Rogues have an inate ability to sense danger from traps. As a non-action prior to entering the traps trigger range they are considered to Take 10 on a search for the trap.


This allows for the typical 'spot the wire just before you step on it', encourages Rogues to lead parties, and speeds up play. It also gets rid of those pesky 'impossible to bypass' traps, such as Symbol trap set on the wall around a corner.
 

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