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<blockquote data-quote="Hriston" data-source="post: 9271122" data-attributes="member: 6787503"><p>My comments here are with reference to the above quoted trap from the Basic Rules and the situation described in the OP. The way I'm reading this trap (which is badly written and self contradictory if I'm understanding it correctly), you have two chances to avoid the damage and subsequent saving throw. The first is by deducing the presence of the trap, which is what it seems the rogue in the OP was able to do. The text of the trap sets the DC for this at 20, success meaning the trap is revealed and damage avoided. The trap can be safely triggered as in the OP (although my personal preference for how this is accomplished would be more along the lines of the rogue’s player describing using an extra long tool from their set for this purpose rather than the gauntlet exploit described in the OP, but the details aren’t important as long as the fiction is acceptable to everyone at the table), and the lock can be picked without danger for which I wouldn’t ask for a check.</p><p></p><p>If the effort to investigate the lock fails, however, or the character doesn’t even bother to examine the lock before attempting to pick it, there's a second chance to avoid taking damage and saving against poison by picking the lock without triggering the trap -- the DC 15 check with thieves' tools. Success on this check means the lock picking attempt manages to emulate the use of the proper key closely enough that it disarms the trap. Failure would mean opening the chest and triggering the trap because the proper key wasn't used.</p></blockquote><p></p>
[QUOTE="Hriston, post: 9271122, member: 6787503"] My comments here are with reference to the above quoted trap from the Basic Rules and the situation described in the OP. The way I'm reading this trap (which is badly written and self contradictory if I'm understanding it correctly), you have two chances to avoid the damage and subsequent saving throw. The first is by deducing the presence of the trap, which is what it seems the rogue in the OP was able to do. The text of the trap sets the DC for this at 20, success meaning the trap is revealed and damage avoided. The trap can be safely triggered as in the OP (although my personal preference for how this is accomplished would be more along the lines of the rogue’s player describing using an extra long tool from their set for this purpose rather than the gauntlet exploit described in the OP, but the details aren’t important as long as the fiction is acceptable to everyone at the table), and the lock can be picked without danger for which I wouldn’t ask for a check. If the effort to investigate the lock fails, however, or the character doesn’t even bother to examine the lock before attempting to pick it, there's a second chance to avoid taking damage and saving against poison by picking the lock without triggering the trap -- the DC 15 check with thieves' tools. Success on this check means the lock picking attempt manages to emulate the use of the proper key closely enough that it disarms the trap. Failure would mean opening the chest and triggering the trap because the proper key wasn't used. [/QUOTE]
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