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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Traps with location/proximity triggers = Rogue killers?
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<blockquote data-quote="Anubis" data-source="post: 1432455" data-attributes="member: 2358"><p>What I mean by "can't be found" is that there is no possible way for a player or character to figure out WHERE to search for a trap. The specific example I can give is that in the current stage in my campaign, there is a room in one of the corners. There is nothing at all special about this room except it has a treasure chest in it.</p><p></p><p>Now the logical thing to do is trap the treasure chest, but since all the decent traps have location triggers, I'd have to trap the room instead, and there is no logical reason to trap the room (this temple is inhabit, it's not a ruin, and the people inhabiting it put the chest there but wanted to protect it) and there is no logical reason to search the room for traps either. If there was, then it would then become logical to search EVERY room in EVERY stage for traps, which would bring the game to a halt because only the rogue can do it and one rogue searching a 30 ft.-by-30 ft. room takes 116 minutes, nearly 2 whole hours! In a stage with 10 or 20 of these, that would make a stage take a ridiculous 20-40 hours just in searching for traps, not counting battles and normal exploration!</p><p></p><p>It can't be narrowed down, either, because you never know which square is the triggering square even if you do suspect a trap. I really liked the old ways where chests were usually the only thing trapped and sometimes doors, but rarely would spaces be trapped, and if they were, you'd know going into the stage to take special precaution in that specific stage.</p><p></p><p>In my campaign, going into the current stage, this is supposed to be more or less an assault plus normal investigation, not "Indiana Jones and the Temple of Doom". This is also the ONLY trap in the stage, making it even less likely that there's a reason to suspect anything. Yet a trap that can't be found is indeed a hazzard and not a trap, and it doesn't seem fair to give the party NO chance at finding such a trap.</p><p></p><p>So what should I do? Should I change traps to only have "trigger" triggers like I want using "Rule 0"? Should I give anyone with the Search skill an automatic roll when coming within five feet of a location or proximity trap, at perhaps the trap's Search DC -10, to get a "hint" that there might be a trap there? I mean a "Trap Spidey Sense" is no less "extraordinary" than Evasion (DUCK AND COVER! What other ability allows you to stand in the middle of a nuclear explosion and not even get a scratch? Personally, I prefer the "DBZ Explanation" where a person blips out for a moment, hahaha.), so why not?</p><p></p><p>Or maybe just make that "Trap Spidey Sense" another feature of the rogue's "Trapfinding" ability . . .</p></blockquote><p></p>
[QUOTE="Anubis, post: 1432455, member: 2358"] What I mean by "can't be found" is that there is no possible way for a player or character to figure out WHERE to search for a trap. The specific example I can give is that in the current stage in my campaign, there is a room in one of the corners. There is nothing at all special about this room except it has a treasure chest in it. Now the logical thing to do is trap the treasure chest, but since all the decent traps have location triggers, I'd have to trap the room instead, and there is no logical reason to trap the room (this temple is inhabit, it's not a ruin, and the people inhabiting it put the chest there but wanted to protect it) and there is no logical reason to search the room for traps either. If there was, then it would then become logical to search EVERY room in EVERY stage for traps, which would bring the game to a halt because only the rogue can do it and one rogue searching a 30 ft.-by-30 ft. room takes 116 minutes, nearly 2 whole hours! In a stage with 10 or 20 of these, that would make a stage take a ridiculous 20-40 hours just in searching for traps, not counting battles and normal exploration! It can't be narrowed down, either, because you never know which square is the triggering square even if you do suspect a trap. I really liked the old ways where chests were usually the only thing trapped and sometimes doors, but rarely would spaces be trapped, and if they were, you'd know going into the stage to take special precaution in that specific stage. In my campaign, going into the current stage, this is supposed to be more or less an assault plus normal investigation, not "Indiana Jones and the Temple of Doom". This is also the ONLY trap in the stage, making it even less likely that there's a reason to suspect anything. Yet a trap that can't be found is indeed a hazzard and not a trap, and it doesn't seem fair to give the party NO chance at finding such a trap. So what should I do? Should I change traps to only have "trigger" triggers like I want using "Rule 0"? Should I give anyone with the Search skill an automatic roll when coming within five feet of a location or proximity trap, at perhaps the trap's Search DC -10, to get a "hint" that there might be a trap there? I mean a "Trap Spidey Sense" is no less "extraordinary" than Evasion (DUCK AND COVER! What other ability allows you to stand in the middle of a nuclear explosion and not even get a scratch? Personally, I prefer the "DBZ Explanation" where a person blips out for a moment, hahaha.), so why not? Or maybe just make that "Trap Spidey Sense" another feature of the rogue's "Trapfinding" ability . . . [/QUOTE]
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Traps with location/proximity triggers = Rogue killers?
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