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<blockquote data-quote="Swarmkeeper" data-source="post: 9269300" data-attributes="member: 6921763"><p>At our table, a Rogue interacting with a trapped chest might play out as such (relevant guidance DMG p120):</p><p></p><p>Wisdom(Perception) ability check to notice the trap (although, if the Rogue specifically said they were looking for a needle trap in the lock, I'd likely grant auto-success. Discovering traps is just one step - and not the most interesting one, IMO)</p><p></p><p>Intelligence(Investigation) ability check to determine how the trap works. </p><p></p><p>Dexterity(Thieves' Tools) ability check to disarm the trap.</p><p></p><p>The example is a bit vague on the details, but sounds like steps one and two were passed. Step three was not even attempted - instead the PC was trying to trigger the trap in a way they deemed it would be harmless. There would be no Dex(Theives' Tools) ability check required. Clever and reasonable enough for this DM: auto-success. Or, perhaps, if this needle trap was particularly dastardly, a DC 10 Dex saving throw to avoid the adamantine needle from piercing their hand, made with advantage due to the gauntlet.</p><p></p><p>This passage from the guidance on DMG p120 is particularly apropos here:</p><p></p><p><em>In most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt.</em></p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 9269300, member: 6921763"] At our table, a Rogue interacting with a trapped chest might play out as such (relevant guidance DMG p120): Wisdom(Perception) ability check to notice the trap (although, if the Rogue specifically said they were looking for a needle trap in the lock, I'd likely grant auto-success. Discovering traps is just one step - and not the most interesting one, IMO) Intelligence(Investigation) ability check to determine how the trap works. Dexterity(Thieves' Tools) ability check to disarm the trap. The example is a bit vague on the details, but sounds like steps one and two were passed. Step three was not even attempted - instead the PC was trying to trigger the trap in a way they deemed it would be harmless. There would be no Dex(Theives' Tools) ability check required. Clever and reasonable enough for this DM: auto-success. Or, perhaps, if this needle trap was particularly dastardly, a DC 10 Dex saving throw to avoid the adamantine needle from piercing their hand, made with advantage due to the gauntlet. This passage from the guidance on DMG p120 is particularly apropos here: [I]In most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt.[/I] [/QUOTE]
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