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General Tabletop Discussion
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Traps with Onset Delays
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<blockquote data-quote="Stormborn" data-source="post: 4575004" data-attributes="member: 14041"><p>Right, if there are locked doors etc it changes the EL, if i had more than one trap finder who could deal with a second locked door or trap that wouldnt be a problem, but I dont so it is.</p><p></p><p>Prospero's advice is good, but it would largely mean changing how I handle those rolls in mid game. I dont want to do that.</p><p></p><p></p><p>This is what I think I will do: Let the PC search for traps and disable as I have always done. If the PC fails I will just say "nothing seems to happen" - they have run into traps that no longer work before - and then roll Listen checks for them. I dont think the DC will be too high, stone scraping on stone or sand support empting should be in the 15-20 range I think and most of them have poor Listen skills. If they make it the PCs can have a chance to escape, if not we will just hav to see.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 4575004, member: 14041"] Right, if there are locked doors etc it changes the EL, if i had more than one trap finder who could deal with a second locked door or trap that wouldnt be a problem, but I dont so it is. Prospero's advice is good, but it would largely mean changing how I handle those rolls in mid game. I dont want to do that. This is what I think I will do: Let the PC search for traps and disable as I have always done. If the PC fails I will just say "nothing seems to happen" - they have run into traps that no longer work before - and then roll Listen checks for them. I dont think the DC will be too high, stone scraping on stone or sand support empting should be in the 15-20 range I think and most of them have poor Listen skills. If they make it the PCs can have a chance to escape, if not we will just hav to see. [/QUOTE]
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Traps with Onset Delays
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