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Utilities of Craft (Trapmaking)
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<blockquote data-quote="Theo R Cwithin" data-source="post: 5255380" data-attributes="member: 75712"><p>Hmm.. I'll have to agree with Jhaelen on this one. </p><p></p><p>One thing that is assumed with traps is that there's a chance to detect and disable it. If a "trap" is affixed to the end of an arrow, how does the target get his chance to "search for traps" and subsequently disable it?</p><p></p><p>It also makes it unclear how hit rolls would work on a "trapped" weapon. Ordinarily, the attacker makes an attack roll which vary with all kinds of things: level, lighting, conditions on the character, range, etc. On the other hand, a trap typically has either static attack roll modifier or it forces a save. So when, frex, a Rgr5 fires an arrow with a CR10 trap on it, it's not clear how to resolve that attack: the ranger's stats? the trap's stats? something else?</p><p></p><p>That said, I can definitely see some utility in trapsmithing for a dungeon-delving PC-- but not without a fair bit of houseruling. For example, it might be appropriate to allow a trapsmith to, before an adventure, build little traps that can be carried, placed, and set quickly-- caltrops with effects (poison, stun, etc), landmines, razor tripwires, and so on. Such "prefabs" should be hazardous to carry and set/unset. They would also require a lot of rules-making, I suspect! </p><p></p><p>The trapsmith might get some ability to adapt an existing item into a passive "gotcha" mode. This could be applicable to some alchemical items, and <em>possibly</em> certain command-word wondrous items. For example, given a tanglefoot bag, he could try to rig it to function <u>by itself</u> if someone steps on it (ie, step in its square). But again, this requires a lot of house rules.</p><p></p><p>Of course the skill can also be used to make standard immobile traps. Most useful to the PC would be simple improvised traps like falling blocks, tripwires and pits, all of which would likely be relatively easy to find &/or disable. But with lots of time and cash, a character can build more elaborate traps, though that would be more appropriate for a stronghold than a dungeon crawl.</p></blockquote><p></p>
[QUOTE="Theo R Cwithin, post: 5255380, member: 75712"] Hmm.. I'll have to agree with Jhaelen on this one. One thing that is assumed with traps is that there's a chance to detect and disable it. If a "trap" is affixed to the end of an arrow, how does the target get his chance to "search for traps" and subsequently disable it? It also makes it unclear how hit rolls would work on a "trapped" weapon. Ordinarily, the attacker makes an attack roll which vary with all kinds of things: level, lighting, conditions on the character, range, etc. On the other hand, a trap typically has either static attack roll modifier or it forces a save. So when, frex, a Rgr5 fires an arrow with a CR10 trap on it, it's not clear how to resolve that attack: the ranger's stats? the trap's stats? something else? That said, I can definitely see some utility in trapsmithing for a dungeon-delving PC-- but not without a fair bit of houseruling. For example, it might be appropriate to allow a trapsmith to, before an adventure, build little traps that can be carried, placed, and set quickly-- caltrops with effects (poison, stun, etc), landmines, razor tripwires, and so on. Such "prefabs" should be hazardous to carry and set/unset. They would also require a lot of rules-making, I suspect! The trapsmith might get some ability to adapt an existing item into a passive "gotcha" mode. This could be applicable to some alchemical items, and [I]possibly[/I] certain command-word wondrous items. For example, given a tanglefoot bag, he could try to rig it to function [U]by itself[/U] if someone steps on it (ie, step in its square). But again, this requires a lot of house rules. Of course the skill can also be used to make standard immobile traps. Most useful to the PC would be simple improvised traps like falling blocks, tripwires and pits, all of which would likely be relatively easy to find &/or disable. But with lots of time and cash, a character can build more elaborate traps, though that would be more appropriate for a stronghold than a dungeon crawl. [/QUOTE]
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