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<blockquote data-quote="Ilium" data-source="post: 2955873" data-attributes="member: 40124"><p>I've often wondered about this myself. When I was generating the PCs for my current campaign (pre-builds because the players hadn't done 3.x before) I gave the ranger Craft(traps) on the assumption that there would be rules like you describe. </p><p></p><p>It hasn't come up in the campaign yet, but the house rules I'm planning to go with are something like this:</p><p>Roll Craft(Trapmaking) with a synergy bonus from Survival if applicable. Take 10 and Take 20 both available.</p><p>The Spot DC for any such trap will be the Craft(trapmaking) result - 10 (rolled secretly). It's just not that easy to hide something like this convincingly. The Disarm DC is kind of irrelevant in most such cases, since you can generally just go around the trap. If someone does want to disarm it, the DC would be the same as for Spot.</p><p></p><p>Cost is negligible, but several hours of hard labor or an appropriate spell will be needed for making the actual pit, of course. Base time to hide it 10 minutes.</p><p></p><p>Snare traps would work the same way, and I'd say it would take about 10 minutes to set one up normally (assuming all the materials were available in the environment). Plus another 10 minutes to hide it.</p><p></p><p>Just a suggestion.</p></blockquote><p></p>
[QUOTE="Ilium, post: 2955873, member: 40124"] I've often wondered about this myself. When I was generating the PCs for my current campaign (pre-builds because the players hadn't done 3.x before) I gave the ranger Craft(traps) on the assumption that there would be rules like you describe. It hasn't come up in the campaign yet, but the house rules I'm planning to go with are something like this: Roll Craft(Trapmaking) with a synergy bonus from Survival if applicable. Take 10 and Take 20 both available. The Spot DC for any such trap will be the Craft(trapmaking) result - 10 (rolled secretly). It's just not that easy to hide something like this convincingly. The Disarm DC is kind of irrelevant in most such cases, since you can generally just go around the trap. If someone does want to disarm it, the DC would be the same as for Spot. Cost is negligible, but several hours of hard labor or an appropriate spell will be needed for making the actual pit, of course. Base time to hide it 10 minutes. Snare traps would work the same way, and I'd say it would take about 10 minutes to set one up normally (assuming all the materials were available in the environment). Plus another 10 minutes to hide it. Just a suggestion. [/QUOTE]
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