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General Tabletop Discussion
*Pathfinder & Starfinder
Traps: making them and setting them
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 2137177" data-attributes="member: 23094"><p>The reason I might be tempted to go with #1 over #2 is that Craft skills may be attempted untrained.</p><p></p><p>Thus, anyone can try to set a tripwire.</p><p></p><p>Disable Device cannot be used untrained.</p><p></p><p>EDIT:</p><p></p><p>I'm also tempted to increase the DC to set a trap successfully to 20.</p><p></p><p>I'd then add, "If you fail by 4 or less, the trap is set, but the Search and DD DCs are reduced by 5. If you fail by 5 or more but less than 10, the trap is set, but the Search and DD DCs are reduced by 10. If you fail by more than 10, you suffer a mishap. Generally, a mishap ruins the materials used to make the trap, if applicable, and subjects you to the traps effects."</p><p></p><p>EDIT 2: Son of Edit:</p><p></p><p>Doing so has the effect that moderately competent people almost always get their trap set.</p><p></p><p>For instance, take a Ranger 2 with average intelligence. He wants to set a noose trap along a trail. He gets +2 from Knowledge (Nature) and +2 from Survival. He can take 10 and get a 14, otherwise untrained. This results in a crude, but effective, noose trap: Search and DD DC = 10.</p><p></p><p>On a good roll, he can get up to a 24 - enough to set the trap normally, not enough to get any particular bonuses.</p><p></p><p>On a bad roll, he catches his own foot in the noose while setting it up, and hangs himself upside down from the tree. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 2137177, member: 23094"] The reason I might be tempted to go with #1 over #2 is that Craft skills may be attempted untrained. Thus, anyone can try to set a tripwire. Disable Device cannot be used untrained. EDIT: I'm also tempted to increase the DC to set a trap successfully to 20. I'd then add, "If you fail by 4 or less, the trap is set, but the Search and DD DCs are reduced by 5. If you fail by 5 or more but less than 10, the trap is set, but the Search and DD DCs are reduced by 10. If you fail by more than 10, you suffer a mishap. Generally, a mishap ruins the materials used to make the trap, if applicable, and subjects you to the traps effects." EDIT 2: Son of Edit: Doing so has the effect that moderately competent people almost always get their trap set. For instance, take a Ranger 2 with average intelligence. He wants to set a noose trap along a trail. He gets +2 from Knowledge (Nature) and +2 from Survival. He can take 10 and get a 14, otherwise untrained. This results in a crude, but effective, noose trap: Search and DD DC = 10. On a good roll, he can get up to a 24 - enough to set the trap normally, not enough to get any particular bonuses. On a bad roll, he catches his own foot in the noose while setting it up, and hangs himself upside down from the tree. :) [/QUOTE]
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Traps: making them and setting them
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