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XGE rules on using thieves tool proficiency for finding traps
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<blockquote data-quote="Charlaquin" data-source="post: 8165901" data-attributes="member: 6779196"><p>I’m curious, could a player at your table skip a step, if they were willing to accept the risk inherent in trying to disable a trap they haven’t deduced the function of yet?</p><p></p><p>Naturally coming up with an approach to try and disarm a is going to be easier if you understand how it works, but if the party was in a hurry, or didn’t want to risk three wandering monster checks, would it be a valid move to skip Investigating a trap and just try something to disarm it? I’m imagining something like spotting a trip wire and deciding to just cut the wire (at the risk that doing so might actually spring the trap rather than disable it) without taking the time to try and figure out how it works. But maybe that doesn’t really resemble what play looks like at your table.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8165901, member: 6779196"] I’m curious, could a player at your table skip a step, if they were willing to accept the risk inherent in trying to disable a trap they haven’t deduced the function of yet? Naturally coming up with an approach to try and disarm a is going to be easier if you understand how it works, but if the party was in a hurry, or didn’t want to risk three wandering monster checks, would it be a valid move to skip Investigating a trap and just try something to disarm it? I’m imagining something like spotting a trip wire and deciding to just cut the wire (at the risk that doing so might actually spring the trap rather than disable it) without taking the time to try and figure out how it works. But maybe that doesn’t really resemble what play looks like at your table. [/QUOTE]
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XGE rules on using thieves tool proficiency for finding traps
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