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<blockquote data-quote="Raven Crowking" data-source="post: 2474734" data-attributes="member: 18280"><p>The "DC 1 or 100" idea was not meant to be used, you know. It was merely the logical extension of "If the rogue is convinced of the existence of a trap to a sufficient degree that he even bothers searching for one, and there is actually a trap there, then personally I think he should be more or less guaranteed to find it unless it's way out of his league." (Saeviomagy)</p><p></p><p>To be honest, I don't set DCs by party level either. Nor do I use 10 traps in the typical adventure (I average less than half that). But, then, I have never considered the "all or nothing" nature of Taking 20 when finding traps (or performing other tasks) either. </p><p></p><p></p><p>RC</p><p></p><p></p><p></p><p>EDITS:</p><p></p><p></p><p style="margin-left: 20px"><span style="color: Red">Well, realistically speaking, 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.</span></p> <p style="margin-left: 20px"><span style="color: Red"></span></p> <p style="margin-left: 20px"><span style="color: Red">That said, Take 20 means that, if a task can be done, it will be done. There is no doubt whatsoever. If you Take 20 and do not find the trap, there is no way that the trap can be found by you. Should the trap most often be found? Sure. In fact, the idea of "Take approximately 20" allows for traps that can be found most (but not all) of the time without the DM making a decision as to which traps cannot be found during adventure creation.</span></p><p></p><p>You do not have to make up new traps or new CRs to be deciding what traps will be found or not found in an adventure. If you know you have a lazy rogue, or one with few ranks in the appropriate skills, you also know that the rogue will not be able to find/disable the trap you set. This may, in fact, be part of good adventure design. However, no claim that you set the traps "by the book" removes the fact that "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".</p><p></p><p style="margin-left: 20px"><span style="color: Red">As I previously stated, and as Silmarillius concurred, the problem is not the existence of traps, but rather the existence of poorly thought-out adventure designs. Adding traps without rhyme or reason is certainly no better than using a "wandering damage table." Conversely, placing traps (both natural and not) where appropriate to an adventure can heighten tension and increase the fun players experience.</span></p><p></p><p>No less true now than before.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2474734, member: 18280"] The "DC 1 or 100" idea was not meant to be used, you know. It was merely the logical extension of "If the rogue is convinced of the existence of a trap to a sufficient degree that he even bothers searching for one, and there is actually a trap there, then personally I think he should be more or less guaranteed to find it unless it's way out of his league." (Saeviomagy) To be honest, I don't set DCs by party level either. Nor do I use 10 traps in the typical adventure (I average less than half that). But, then, I have never considered the "all or nothing" nature of Taking 20 when finding traps (or performing other tasks) either. RC EDITS: [INDENT][COLOR=Red]Well, realistically speaking, 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 said, Take 20 means that, if a task can be done, it will be done. There is no doubt whatsoever. If you Take 20 and do not find the trap, there is no way that the trap can be found by you. Should the trap most often be found? Sure. In fact, the idea of "Take approximately 20" allows for traps that can be found most (but not all) of the time without the DM making a decision as to which traps cannot be found during adventure creation.[/COLOR][/INDENT] You do not have to make up new traps or new CRs to be deciding what traps will be found or not found in an adventure. If you know you have a lazy rogue, or one with few ranks in the appropriate skills, you also know that the rogue will not be able to find/disable the trap you set. This may, in fact, be part of good adventure design. However, no claim that you set the traps "by the book" removes the fact that "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". [INDENT][COLOR=Red]As I previously stated, and as Silmarillius concurred, the problem is not the existence of traps, but rather the existence of poorly thought-out adventure designs. Adding traps without rhyme or reason is certainly no better than using a "wandering damage table." Conversely, placing traps (both natural and not) where appropriate to an adventure can heighten tension and increase the fun players experience.[/COLOR][/INDENT] No less true now than before. RC [/QUOTE]
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