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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Traps with location/proximity triggers = Rogue killers?
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<blockquote data-quote="FireLance" data-source="post: 1432542" data-attributes="member: 3424"><p>Actually, Anubis, that's a very good reason why the take 20 rule is there. The player of a rogue PC can say that he takes 20 and searches every single square before he steps on it. The party takes about 2 minutes of game time to move 5 feet, but you can gloss over all of this in real time and announce when a trap is found, sprung (the rogue didn't have a high enough Search modifier) or something interesting (like a combat encounter) occurs.</p><p></p><p>If there are no time constraints, there is no reason why the party can't do this. In fact, it would be very sensible to do this if the party is exploring an ancient crypt built by a civilisation known for protecting its treasures with deadly traps.</p><p></p><p>I am reminded of a Dragon magazine article by Tracy Hickman some time ago where he described the time he was playing with a group of cautious players. They came across a door and spent a long time checking the door for traps. Possibly, they were checking the handle, checking for secret compartments, tapping it to find hollow spaces, invisible trip-wires, whatever. Tracy got tired of this and just told the DM (to the horror of the other players) that he would open the door. There were monsters on the other side and combat ensued. Then, when the DM told the party there was another door in the second room, he opened that one too. That article sparked a discussion between himself and Monte Cook in the pages of Dragon magazine on how to play the game, but I disgress. The point is, Tracy would not have been so bored if the players were able to tell the DM "I search the door and take 20." The DM could tell them if they found anything, and everyone could get straight to the action and have fun.</p><p></p><p>As for the point about traps that trigger when doors or chests are opened, I would classify them as a subset of touch trigger traps, possibly with a bypass element if the door or chest needs to be opened safely.</p></blockquote><p></p>
[QUOTE="FireLance, post: 1432542, member: 3424"] Actually, Anubis, that's a very good reason why the take 20 rule is there. The player of a rogue PC can say that he takes 20 and searches every single square before he steps on it. The party takes about 2 minutes of game time to move 5 feet, but you can gloss over all of this in real time and announce when a trap is found, sprung (the rogue didn't have a high enough Search modifier) or something interesting (like a combat encounter) occurs. If there are no time constraints, there is no reason why the party can't do this. In fact, it would be very sensible to do this if the party is exploring an ancient crypt built by a civilisation known for protecting its treasures with deadly traps. I am reminded of a Dragon magazine article by Tracy Hickman some time ago where he described the time he was playing with a group of cautious players. They came across a door and spent a long time checking the door for traps. Possibly, they were checking the handle, checking for secret compartments, tapping it to find hollow spaces, invisible trip-wires, whatever. Tracy got tired of this and just told the DM (to the horror of the other players) that he would open the door. There were monsters on the other side and combat ensued. Then, when the DM told the party there was another door in the second room, he opened that one too. That article sparked a discussion between himself and Monte Cook in the pages of Dragon magazine on how to play the game, but I disgress. The point is, Tracy would not have been so bored if the players were able to tell the DM "I search the door and take 20." The DM could tell them if they found anything, and everyone could get straight to the action and have fun. As for the point about traps that trigger when doors or chests are opened, I would classify them as a subset of touch trigger traps, possibly with a bypass element if the door or chest needs to be opened safely. [/QUOTE]
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Traps with location/proximity triggers = Rogue killers?
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