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Traps with location/proximity triggers = Rogue killers?
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<blockquote data-quote="FireLance" data-source="post: 1430800" data-attributes="member: 3424"><p>Allow me to present <strong>Firelance's Trap Resolution Mechanism</strong></p><p></p><p>I actually came up with this after the last thread on searching for and disarming traps, and what is fair to a party. Use, amend or ignore, as you wish. If there is sufficient interest, I will go on to do timed triggers and magical traps.</p><p></p><p>Part I: Mechanical Traps</p><p></p><p>The resolution method depends on the type of mechanical trigger:</p><p></p><p>1. Location. The trap is triggered if a character steps onto a particular [square]. If the trap affects an area, each square in the area is a triggering [square]. The trap can be found if a triggering [square] is searched. A character need not step into the [square] to find or disable the trap as that would defeat the purpose of the Search or Disable Device check.</p><p></p><p>2. Touch. The trap is triggered if a character touches an [object]. If the trap affects an area, the area is centred on the [object]. The trap can be found if the triggering [object] is searched. A character need not touch the [object] to find the trap as that would defeat the purpose of the Search check. He may have to touch the [object] to disable it, but is considered to have done so safely on a successful Disable Device check.</p><p></p><p>3. Proximity. The trap is triggered if a character approaches within a fixed distance of a triggering [point]. If a character enters any squares within this radius, it becomes a triggering [square]. If the trap affects an area, the area is centred on the triggering [square]. The trap can be found if any of the squares within the radius of the triggering [point] are searched. A character need not step into any of these squares to find the trap as that would defeat the purpose of the Search check.</p><p></p><p>Proximity traps may require a character to disable them at the triggering [point]. Such traps should be used sparingly unless the party has some means of disarming traps at a distance (e.g. the Arcane Trickster’s Ranged Legerdemain ability), is able to survive the damage dealt by the trap while it is being disarmed (e.g. special magical protections, or simply high hit points), is able to bypass the trap by some other mechanism (e.g. hidden switch or lock bypass), or is not required to bypass the trap (e.g. it is in a room that leads nowhere).</p><p></p><p><strong>Hard-to-Find Traps</strong></p><p>Traps should be made harder to find by increasing the Search DC instead of requiring a character to take specific actions before making a Search check. This should increase the CR of the trap (and hence, the experience award for encountering the trap) as stated in the SRD.</p><p></p><p><strong>Hard-to-Disable Traps</strong></p><p>Traps may be made harder to disable by increasing the Disable Device DC instead of requiring a character to take specific actions before making a Disable Device check. This should increase the CR of the trap (and hence, the experience award for encountering the trap) as stated in the SRD.</p></blockquote><p></p>
[QUOTE="FireLance, post: 1430800, member: 3424"] Allow me to present [B]Firelance's Trap Resolution Mechanism[/B] I actually came up with this after the last thread on searching for and disarming traps, and what is fair to a party. Use, amend or ignore, as you wish. If there is sufficient interest, I will go on to do timed triggers and magical traps. Part I: Mechanical Traps The resolution method depends on the type of mechanical trigger: 1. Location. The trap is triggered if a character steps onto a particular [square]. If the trap affects an area, each square in the area is a triggering [square]. The trap can be found if a triggering [square] is searched. A character need not step into the [square] to find or disable the trap as that would defeat the purpose of the Search or Disable Device check. 2. Touch. The trap is triggered if a character touches an [object]. If the trap affects an area, the area is centred on the [object]. The trap can be found if the triggering [object] is searched. A character need not touch the [object] to find the trap as that would defeat the purpose of the Search check. He may have to touch the [object] to disable it, but is considered to have done so safely on a successful Disable Device check. 3. Proximity. The trap is triggered if a character approaches within a fixed distance of a triggering [point]. If a character enters any squares within this radius, it becomes a triggering [square]. If the trap affects an area, the area is centred on the triggering [square]. The trap can be found if any of the squares within the radius of the triggering [point] are searched. A character need not step into any of these squares to find the trap as that would defeat the purpose of the Search check. Proximity traps may require a character to disable them at the triggering [point]. Such traps should be used sparingly unless the party has some means of disarming traps at a distance (e.g. the Arcane Trickster’s Ranged Legerdemain ability), is able to survive the damage dealt by the trap while it is being disarmed (e.g. special magical protections, or simply high hit points), is able to bypass the trap by some other mechanism (e.g. hidden switch or lock bypass), or is not required to bypass the trap (e.g. it is in a room that leads nowhere). [B]Hard-to-Find Traps[/B] Traps should be made harder to find by increasing the Search DC instead of requiring a character to take specific actions before making a Search check. This should increase the CR of the trap (and hence, the experience award for encountering the trap) as stated in the SRD. [B]Hard-to-Disable Traps[/B] Traps may be made harder to disable by increasing the Disable Device DC instead of requiring a character to take specific actions before making a Disable Device check. This should increase the CR of the trap (and hence, the experience award for encountering the trap) as stated in the SRD. [/QUOTE]
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Traps with location/proximity triggers = Rogue killers?
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