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Unearthed Arcana: Traps Revisited
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<blockquote data-quote="abirdcall" data-source="post: 7709529" data-attributes="member: 6748898"><p>I am glad there is a bit about needing to hear from the player what their character is doing rather than just "I disarm."</p><p></p><p>I wish they would have added that to the part about discovering the traps too. Passive perception to spot isn't interesting. What I would like to see are more traps with clever camouflage. Maybe with an additional sidebar that has tips for red herrings.</p><p></p><p>All that said I'm not a fan of the way they do chest/lock traps. Those ones I think should be rolled into the lock picking check. If it doesn't matter how mangled you leave the chest then you can break into just about anything. The character with thieves' tools proficiency is there to carefully open things without triggering traps.</p></blockquote><p></p>
[QUOTE="abirdcall, post: 7709529, member: 6748898"] I am glad there is a bit about needing to hear from the player what their character is doing rather than just "I disarm." I wish they would have added that to the part about discovering the traps too. Passive perception to spot isn't interesting. What I would like to see are more traps with clever camouflage. Maybe with an additional sidebar that has tips for red herrings. All that said I'm not a fan of the way they do chest/lock traps. Those ones I think should be rolled into the lock picking check. If it doesn't matter how mangled you leave the chest then you can break into just about anything. The character with thieves' tools proficiency is there to carefully open things without triggering traps. [/QUOTE]
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