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Traps ate my characters!!
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<blockquote data-quote="jester47" data-source="post: 1156932" data-attributes="member: 2238"><p><strong>Search speeds</strong></p><p></p><p>A person serching for traps as they walk can seach a 50' long corridor 5' wide in one minute. A 10' wide 25' long corridor takes one minute to serch. </p><p></p><p>Basicly it takes a character one minute to search 10 squares. I assume walls ands ceilings are checked in this too (but only if the players can see the ceiling!). When a player says they are searching for traps, I ask them what area they are searching and what route they are taking. Then I count the squares, and figure out how long it will take. I then have them make 1 roll for that area. If they fail and there is a trap, and they survive the trap, then they are allowed a new roll for the remaining area, until they have searched the whole thing. </p><p></p><p>Since most traps are set off if they are not found, I do not allow taking 20 for trap searching. I do allow taking 10 for trap searching, as this does not change the time and a character can do it if undisturbed. Most rogues can find most traps if they take 10. Then again, you have to roll to find that DC 23 trap, and even then there is a pretty good chance you wont get it.</p><p></p><p>Also, constant searching allows for moving silently at no penalty. This can be very handy in places where the characters are better off undetected. </p><p></p><p>Also, if you have a group that searches too much, throw in a wandering monster. People ussually stop looking for traps when somthing big and nasty is coming after them. </p><p></p><p>Player: "I open the door and flee down the corridor!"</p><p>DM: "Right into a trap!"</p><p></p><p>Aaron.</p></blockquote><p></p>
[QUOTE="jester47, post: 1156932, member: 2238"] [b]Search speeds[/b] A person serching for traps as they walk can seach a 50' long corridor 5' wide in one minute. A 10' wide 25' long corridor takes one minute to serch. Basicly it takes a character one minute to search 10 squares. I assume walls ands ceilings are checked in this too (but only if the players can see the ceiling!). When a player says they are searching for traps, I ask them what area they are searching and what route they are taking. Then I count the squares, and figure out how long it will take. I then have them make 1 roll for that area. If they fail and there is a trap, and they survive the trap, then they are allowed a new roll for the remaining area, until they have searched the whole thing. Since most traps are set off if they are not found, I do not allow taking 20 for trap searching. I do allow taking 10 for trap searching, as this does not change the time and a character can do it if undisturbed. Most rogues can find most traps if they take 10. Then again, you have to roll to find that DC 23 trap, and even then there is a pretty good chance you wont get it. Also, constant searching allows for moving silently at no penalty. This can be very handy in places where the characters are better off undetected. Also, if you have a group that searches too much, throw in a wandering monster. People ussually stop looking for traps when somthing big and nasty is coming after them. Player: "I open the door and flee down the corridor!" DM: "Right into a trap!" Aaron. [/QUOTE]
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