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Unearthed Arcana: Traps Revisited
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<blockquote data-quote="Saeviomagy" data-source="post: 7709682" data-attributes="member: 5890"><p>Interestingly enough if you look back in previous editions they're a little better: things like magic mouth are specifically described to rely on sight and the like.</p><p></p><p>However what's really needed is a comprehensive breakdown of what the sensor can perceive. And that can't be too broad either:At present glyph of warding is one of the few ways in the game to detect someone's alignment. Technically it could be one of the most powerful divination spells in the entire game if you don't make up limits on what it can know ("This glyph triggers if bob the necromancer goes out and leaves his spellbook unguarded", "This glyph triggers if the artifact of whosit is within 10 miles")</p><p></p><p></p><p>Agreed! The writers have been relatively thorough whenever combat is involved, which extends to a lot of things that happen in combat a lot, like being damaged, disabled, cursed and shoved around. But as soon as you step out of that, the rules are vague, muzzy and ill-written.</p><p></p><p>Unfortunately the game has been mostly constructed so that poison and disease are fairly irrelevant, with the possible exception of 1st level parties with no paladin.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7709682, member: 5890"] Interestingly enough if you look back in previous editions they're a little better: things like magic mouth are specifically described to rely on sight and the like. However what's really needed is a comprehensive breakdown of what the sensor can perceive. And that can't be too broad either:At present glyph of warding is one of the few ways in the game to detect someone's alignment. Technically it could be one of the most powerful divination spells in the entire game if you don't make up limits on what it can know ("This glyph triggers if bob the necromancer goes out and leaves his spellbook unguarded", "This glyph triggers if the artifact of whosit is within 10 miles") Agreed! The writers have been relatively thorough whenever combat is involved, which extends to a lot of things that happen in combat a lot, like being damaged, disabled, cursed and shoved around. But as soon as you step out of that, the rules are vague, muzzy and ill-written. Unfortunately the game has been mostly constructed so that poison and disease are fairly irrelevant, with the possible exception of 1st level parties with no paladin. [/QUOTE]
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