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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: 1432744" data-attributes="member: 2358"><p>Actually, Liquidsabre, that's part of my point. This is not some big thing at the end of the stage. This is just a little room off to the side with some treasure in it with a single trap guarding it and is not meant to be a climax in any way.</p><p></p><p>FireLance, you gotta remember the take 20 rule takes 2 minutes per 5 ft. area searched, and with the rogue the only one able to find traps, that means the rogue is going to be the only one ever searching, also making the skill pointless for all other classes. Unfortunately, dungeons and temples and castles are big, and it would takes DAYS to search every single 5 ft. area in every room just because there might be a trap, and I believe that's totally unrealistic in every way. Heck, such a thing would not only take an unrealistic amount of time, but it would produce an insane number of random encounters that would eventually overwhelm the party. Random encounters are not something you want a lot of, they're something that's just there to happen on occasion. After all, this is Dungeons & Dragons, not Final Fantasy; the game is run by set encounters, not random encounters.</p><p></p><p>Oh, and Saeviomagy, my point is that almost every trap type in the book is inappropriate; there is no trap type with a "trigger" trigger, and the closest thing, the touch trigger, doesn't work because it doesn't fit what this is supposed to be. My point is that the traps they made in the DMG are basically, well, silly, and also nearly impossible to find because no party should be expected to search every square of every stage. Hell, that's time-consuming in REAL time as you count up how many minutes are used up, when random encounters occur, and how many dozen sunrods are used in the process.</p><p></p><p>Basically, the book left out any mention of the old school traps like those when you open something, and NONE of the sample traps are appropriate.</p><p></p><p>Yet I might want to use some of those at some point, yet there is no way for the players to survive if they don't know where exactly to look and when, and I don't want to spend game time going over every square taking 20. Besides, considering how my campaign is run, that being with PCs and PC-level NPCs, it's kinda hard to play that fair when *I'm* the one running the one rogue of the party. I already know where all the traps are, but the caller doesn't. The caller thinks more of the basics, and my players aren't as creative as I am when it comes to traps and hidden things.</p><p></p><p>Basically, I'm frustrated with the traps crap in 3.5 as they are unrealistic and troublesome. I'll just have to go with giving the rogue an automatic roll as a sort of "Spidey Trap Sense" at the trap's Seach DC -10 to sense if something is there, and then let the caller take it from there.</p><p></p><p>It's hard trying to play intelligent and independent NPCs without giving away the secrets of the stages.</p></blockquote><p></p>
[QUOTE="Anubis, post: 1432744, member: 2358"] Actually, Liquidsabre, that's part of my point. This is not some big thing at the end of the stage. This is just a little room off to the side with some treasure in it with a single trap guarding it and is not meant to be a climax in any way. FireLance, you gotta remember the take 20 rule takes 2 minutes per 5 ft. area searched, and with the rogue the only one able to find traps, that means the rogue is going to be the only one ever searching, also making the skill pointless for all other classes. Unfortunately, dungeons and temples and castles are big, and it would takes DAYS to search every single 5 ft. area in every room just because there might be a trap, and I believe that's totally unrealistic in every way. Heck, such a thing would not only take an unrealistic amount of time, but it would produce an insane number of random encounters that would eventually overwhelm the party. Random encounters are not something you want a lot of, they're something that's just there to happen on occasion. After all, this is Dungeons & Dragons, not Final Fantasy; the game is run by set encounters, not random encounters. Oh, and Saeviomagy, my point is that almost every trap type in the book is inappropriate; there is no trap type with a "trigger" trigger, and the closest thing, the touch trigger, doesn't work because it doesn't fit what this is supposed to be. My point is that the traps they made in the DMG are basically, well, silly, and also nearly impossible to find because no party should be expected to search every square of every stage. Hell, that's time-consuming in REAL time as you count up how many minutes are used up, when random encounters occur, and how many dozen sunrods are used in the process. Basically, the book left out any mention of the old school traps like those when you open something, and NONE of the sample traps are appropriate. Yet I might want to use some of those at some point, yet there is no way for the players to survive if they don't know where exactly to look and when, and I don't want to spend game time going over every square taking 20. Besides, considering how my campaign is run, that being with PCs and PC-level NPCs, it's kinda hard to play that fair when *I'm* the one running the one rogue of the party. I already know where all the traps are, but the caller doesn't. The caller thinks more of the basics, and my players aren't as creative as I am when it comes to traps and hidden things. Basically, I'm frustrated with the traps crap in 3.5 as they are unrealistic and troublesome. I'll just have to go with giving the rogue an automatic roll as a sort of "Spidey Trap Sense" at the trap's Seach DC -10 to sense if something is there, and then let the caller take it from there. It's hard trying to play intelligent and independent NPCs without giving away the secrets of the stages. [/QUOTE]
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Traps with location/proximity triggers = Rogue killers?
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