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General Tabletop Discussion
*Pathfinder & Starfinder
Traps: making them and setting them
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<blockquote data-quote="Ranes" data-source="post: 2137154" data-attributes="member: 4826"><p>I don’t know how long it takes a rogue to set a trap. I know how long it takes to ‘construct’ the trap (to quote from the DMG) using Craft (trapmaking) and I think that process includes setting setting the trap. But I can’t believe Craft (trapmaking) determines how long it takes simply to set a trap.</p><p></p><p>Falstaff wants to set a razor wire trap across a hallway, one that’s good enough to catch out a rogue like him who isn’t carefully watching his step. In other words, he would like to create the CR1 Razor Wire Trap described on p 71 of DMG 3.5. A first level rogue, Falstaff has 13 Int and 4 ranks in Craft (trapmaking), for a total Craft (trapmaking) modifier of +5. </p><p></p><p>Having adventured for some time, he has 900 gp at his disposal and, having no shame, he spends 55gp on M/W artisan’s tools (for +2 on the Craft skill check) and 133.33gp on the raw material (to which I’ll return later). Trusting no one and working alone, he consistently rolls 20 for commendable weekly skill checks of 27. Multiplying this result by the craft DC of 20 shows that he makes 540sp worth or 13.5% of the trap per week (based on the 400gp price of the trap). Therefore, he takes roughly 7 weeks, 5 days to complete the task. If only he was nimble fingered...</p><p></p><p>Surely it takes so long, because he’s actually making the razor wire and pin-hooks from the aforementioned raw material, beginning with the task of smelting some ore. He’s only a modestly talented first level trap maker but he can’t be taking nearly two months simply to set this one trap.</p><p></p><p>If he is so inclined, he can buy the trap’s components off the shelf for 400gp. But then how long does it take him to set it?</p><p></p><p>I’m tired. Have I missed something? Does there need to be an Enable Device skill? How useful is Disable Device as a guide to the required time and DC of the task of setting a trap?</p></blockquote><p></p>
[QUOTE="Ranes, post: 2137154, member: 4826"] I don’t know how long it takes a rogue to set a trap. I know how long it takes to ‘construct’ the trap (to quote from the DMG) using Craft (trapmaking) and I think that process includes setting setting the trap. But I can’t believe Craft (trapmaking) determines how long it takes simply to set a trap. Falstaff wants to set a razor wire trap across a hallway, one that’s good enough to catch out a rogue like him who isn’t carefully watching his step. In other words, he would like to create the CR1 Razor Wire Trap described on p 71 of DMG 3.5. A first level rogue, Falstaff has 13 Int and 4 ranks in Craft (trapmaking), for a total Craft (trapmaking) modifier of +5. Having adventured for some time, he has 900 gp at his disposal and, having no shame, he spends 55gp on M/W artisan’s tools (for +2 on the Craft skill check) and 133.33gp on the raw material (to which I’ll return later). Trusting no one and working alone, he consistently rolls 20 for commendable weekly skill checks of 27. Multiplying this result by the craft DC of 20 shows that he makes 540sp worth or 13.5% of the trap per week (based on the 400gp price of the trap). Therefore, he takes roughly 7 weeks, 5 days to complete the task. If only he was nimble fingered... Surely it takes so long, because he’s actually making the razor wire and pin-hooks from the aforementioned raw material, beginning with the task of smelting some ore. He’s only a modestly talented first level trap maker but he can’t be taking nearly two months simply to set this one trap. If he is so inclined, he can buy the trap’s components off the shelf for 400gp. But then how long does it take him to set it? I’m tired. Have I missed something? Does there need to be an Enable Device skill? How useful is Disable Device as a guide to the required time and DC of the task of setting a trap? [/QUOTE]
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