Raven Crowking
First Post
Evilhalfling said:Some of the arguments above presume that you keep track of you thief's exact skill numbers.
Yeah right.
Well, it assumes that you are not writing an adventure for general consumption (such as through publication). It also assumes that you keep records of your PCs character sheets. This is fairly easy to do, actually. Simply tell the PCs that they are responsible for providing you accurate, up-to-date character sheets every X sessions. Then simply declare that if it isn't on your copy of the sheet, the character doesn't have it.
Pretty simple, and it helps remove the pain and anguish of lost character sheets.
RC
EDIT: Of course, when I said "the DM is in absolute control over whether or not a trap can be found, and whether or not a found trap can be bypassed. He or she must simply set the DCs for the desired result. Moreover, by means of description the DM greatly influences where the players search for traps.", that did not require the DM to keep track of PC skills at all.
When a DM is writing an adventure, he can easily make all DCs either 1 or 100. All or nothing. Easy to do, and no bookkeeping involved. Or, he can change the DC numbers based on the PC's die roll. Unless you get to see the adventure notes, there is no way of knowing whether or not the DM is fudging the numbers.
(BTW, as a DM, unless you keep track of your PCs characters, there's no way of knowing if they're fudging the numbers, either!)
If you really believe, as some here have suggested, that the PCs should find a trap if they look for it, unless it is way out of their league, simply go the DC 1 or 100 route, and you don't even have to worry about PCs "Taking 20" ever again.
Me, I like a little uncertainty. As a result, I really like the idea of "Take Approximately 20". As always, though, your mileage may vary.
RC
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