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<blockquote data-quote="Swarmkeeper" data-source="post: 9269633" data-attributes="member: 6921763"><p>Tripwires are typically near the floor but, regardless, I hope all the pertinent details are then shared with the rogue (who can share with the party) upon discovery of said tripwire. </p><p></p><p>The other part of ability checks is to only call for them if there is some uncertainty in the outcome. If the rogue has found the tripwire, in this example, presumably they can guide the other characters safely past it. No uncertainty in the outcome, therefore no roll.</p><p></p><p>Let's apply this to the pit example. Perhaps it is 20' deep and has acid at the bottom. Some potentially <em>serious consequences </em>for falling in, especially for low level characters. However, if the PC in the front of the party marching order discovered it and that pit is only 5' wide, should the DM make them all roll to see if they stumble in b/c... lots of factors?</p><p></p><p></p><p>Is this worth it though? The trap has been found and there is an easy way to bypass it now. IMO, let them have their victory for the Rogue doing the Rogue-y thing and move on to the next challenge. </p><p></p><p>Now, if this tripwire situation actually <em>is</em> more complicated than that, then the DM's description should telegraph to the rogue (and/or other party members) that something else will be required to disable said tripwire or otherwise mitigate the danger. Jumping to an ability check here, even one set very low, seems to be skipping over a step in the play loop, IMO.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 9269633, member: 6921763"] Tripwires are typically near the floor but, regardless, I hope all the pertinent details are then shared with the rogue (who can share with the party) upon discovery of said tripwire. The other part of ability checks is to only call for them if there is some uncertainty in the outcome. If the rogue has found the tripwire, in this example, presumably they can guide the other characters safely past it. No uncertainty in the outcome, therefore no roll. Let's apply this to the pit example. Perhaps it is 20' deep and has acid at the bottom. Some potentially [I]serious consequences [/I]for falling in, especially for low level characters. However, if the PC in the front of the party marching order discovered it and that pit is only 5' wide, should the DM make them all roll to see if they stumble in b/c... lots of factors? Is this worth it though? The trap has been found and there is an easy way to bypass it now. IMO, let them have their victory for the Rogue doing the Rogue-y thing and move on to the next challenge. Now, if this tripwire situation actually [I]is[/I] more complicated than that, then the DM's description should telegraph to the rogue (and/or other party members) that something else will be required to disable said tripwire or otherwise mitigate the danger. Jumping to an ability check here, even one set very low, seems to be skipping over a step in the play loop, IMO. [/QUOTE]
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