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<blockquote data-quote="Staffan" data-source="post: 2449270" data-attributes="member: 907"><p>By the RAW, that's part of the Disable Device skill. Searching can be done from a (short) distance, but in order to disable the trap you're gonna need to manipulate it. Missing that roll by more than 5 means you trigger the trap.</p><p></p><p></p><p>I have, but I'm sorry to say that I don't do all that much adventure design on my own - I've been trying to do it recently though. But the problem with moving trap disabling out of the realm of skill mechanics is that it tends to screw over the rogue (and to a lesser degree the artificer) - why would he spend all those points on Search and Disable Device if he won't be allowed to use them? Of course, there's probably a middle ground there somewhere.</p><p></p><p>And now an idea pops into my head about putting an encounter in my next adventure where the PCs have to fight something in a room that's filling with water/sand (or some other "crap we're gonna die if we don't fix this" thing), which will prevent the party's artificer from taking 20 on his trap meddling rolls.</p><p></p><p></p><p>You're right to a point. In most cases, you'd rather have guards somewhere than traps. There's also the issue of traps usually not being able to kill/incapacitate whatever triggers them (unless we're talking Grimtooth), which in turn means the PCs will just say "Oh, time to take out the ol' healing wand" and zap the trapee with some charges of CLW.</p><p>Oh, and traps make even less logical sense if you take the DMG trap rules at face value, which gives an 1,800 gp cost to a 10' pit trap, which in turn means that it takes almost a year to build one (45 weeks assuming skill +10), but that's a matter for another discussion.</p></blockquote><p></p>
[QUOTE="Staffan, post: 2449270, member: 907"] By the RAW, that's part of the Disable Device skill. Searching can be done from a (short) distance, but in order to disable the trap you're gonna need to manipulate it. Missing that roll by more than 5 means you trigger the trap. I have, but I'm sorry to say that I don't do all that much adventure design on my own - I've been trying to do it recently though. But the problem with moving trap disabling out of the realm of skill mechanics is that it tends to screw over the rogue (and to a lesser degree the artificer) - why would he spend all those points on Search and Disable Device if he won't be allowed to use them? Of course, there's probably a middle ground there somewhere. And now an idea pops into my head about putting an encounter in my next adventure where the PCs have to fight something in a room that's filling with water/sand (or some other "crap we're gonna die if we don't fix this" thing), which will prevent the party's artificer from taking 20 on his trap meddling rolls. You're right to a point. In most cases, you'd rather have guards somewhere than traps. There's also the issue of traps usually not being able to kill/incapacitate whatever triggers them (unless we're talking Grimtooth), which in turn means the PCs will just say "Oh, time to take out the ol' healing wand" and zap the trapee with some charges of CLW. Oh, and traps make even less logical sense if you take the DMG trap rules at face value, which gives an 1,800 gp cost to a 10' pit trap, which in turn means that it takes almost a year to build one (45 weeks assuming skill +10), but that's a matter for another discussion. [/QUOTE]
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