Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
XGE rules on using thieves tool proficiency for finding traps
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jgsugden" data-source="post: 8165938" data-attributes="member: 2629"><p>I can't answer for iserith, but that would depend upon the nature of the trap (in my game).</p><p>Great example. Walking it through:</p><p></p><p>DM creates a trip wire trap. The visible part is a thin wire (hard to see - Perception 17) that disappears into two tiny holes on the sides of the passage. Inside those walls is a mechanical mechanism. When the mechanism is triggered by a change in pressure on the line, it will break a glass vial, dropping a liquid into another liquid which will then explode outwards in a billowing cloud of poisonous gas.</p><p></p><p>One PC (in the front of the party) has a Passive perception of 17 which allows the PCs to detect the trap automatically. What they see is a wire extending across the passage at ankle height that disappears into two tiny holes, as well as note the presence of a bunch of tiny holes in the ceiling (from which the gas would appear). Their options at this point?</p><p></p><p>1.) Roll a perception check. Why do it? They might find more information. They might be able to see inside the hole and get a description, without conclusions, of what is inside. That might change how hard it is for them to deduce what it does. </p><p></p><p>2.) Roll investigation. Why do it? They want to know what the trap does if sprung, in case it springs when they decide to deactivate it, or someone else might trip it at a later date. The DC to deduce what it does should change based upon how much information they have. If they just see the wires and the holes, the DC should be on the harder side, but if they had a great perception roll and saw the mechanism and vials, the DC should be reduced - it is easier to deduce an answer when you have more information. The higher the roll, the more information the PCs get about the meaning of what they can see. </p><p></p><p>3.) Disable roll. Why do it? You never know when you'll have to fight your way back from a location. Why leave a trap active behind you that someone could set off while you're fleeing over it? The DC should start out at a certain point, but be lower the more you know about it (or, alternatively, you could allow advantage on a fixed DC).</p><p></p><p>4.) Step over it and leave it in tact. Unless the PCs had a truly horrible acrobatics, I would allow this with no chance of failure. In other words, DC 10 with passive acrobatics allowed. Unless they have a dexterity penalty, they can do it with no risk. With a penalty, they just need someone to help to be guaranteed to make it. </p><p></p><p>All of this is going to be subject to the DM's design decisions and the DM's interpretation, of course. The DM might decide the mechanism in the wall is simple, and easy to deduce, or that it is disguised and required a higher DC - and because of the disguise, a narrow failure will result in misinformation that will make the disarm DC harder. </p><p></p><p>Regardless, just as in real life: See it. Figure it out. Deal with it. 3 steps.</p><p></p><p>I have the sneaky suspicion that this makes a lot more sense to people that make wide use of passive Intelligence, Wisdom and Charisma skills. Unless there are unusual circumstances ongoing (such as intense time pressure due to combat, etc..), I consider the passive scores to always be applied to a situation in which they could be useful, and they also serve as a floor for any roll the PCs make. [Reliable Talent, for a rogue, then is useful for proficient Dexterity and Strength checks, as well as Charisma, Wisdom and Intelligence checks with unusual circumstances.]</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8165938, member: 2629"] I can't answer for iserith, but that would depend upon the nature of the trap (in my game). Great example. Walking it through: DM creates a trip wire trap. The visible part is a thin wire (hard to see - Perception 17) that disappears into two tiny holes on the sides of the passage. Inside those walls is a mechanical mechanism. When the mechanism is triggered by a change in pressure on the line, it will break a glass vial, dropping a liquid into another liquid which will then explode outwards in a billowing cloud of poisonous gas. One PC (in the front of the party) has a Passive perception of 17 which allows the PCs to detect the trap automatically. What they see is a wire extending across the passage at ankle height that disappears into two tiny holes, as well as note the presence of a bunch of tiny holes in the ceiling (from which the gas would appear). Their options at this point? 1.) Roll a perception check. Why do it? They might find more information. They might be able to see inside the hole and get a description, without conclusions, of what is inside. That might change how hard it is for them to deduce what it does. 2.) Roll investigation. Why do it? They want to know what the trap does if sprung, in case it springs when they decide to deactivate it, or someone else might trip it at a later date. The DC to deduce what it does should change based upon how much information they have. If they just see the wires and the holes, the DC should be on the harder side, but if they had a great perception roll and saw the mechanism and vials, the DC should be reduced - it is easier to deduce an answer when you have more information. The higher the roll, the more information the PCs get about the meaning of what they can see. 3.) Disable roll. Why do it? You never know when you'll have to fight your way back from a location. Why leave a trap active behind you that someone could set off while you're fleeing over it? The DC should start out at a certain point, but be lower the more you know about it (or, alternatively, you could allow advantage on a fixed DC). 4.) Step over it and leave it in tact. Unless the PCs had a truly horrible acrobatics, I would allow this with no chance of failure. In other words, DC 10 with passive acrobatics allowed. Unless they have a dexterity penalty, they can do it with no risk. With a penalty, they just need someone to help to be guaranteed to make it. All of this is going to be subject to the DM's design decisions and the DM's interpretation, of course. The DM might decide the mechanism in the wall is simple, and easy to deduce, or that it is disguised and required a higher DC - and because of the disguise, a narrow failure will result in misinformation that will make the disarm DC harder. Regardless, just as in real life: See it. Figure it out. Deal with it. 3 steps. I have the sneaky suspicion that this makes a lot more sense to people that make wide use of passive Intelligence, Wisdom and Charisma skills. Unless there are unusual circumstances ongoing (such as intense time pressure due to combat, etc..), I consider the passive scores to always be applied to a situation in which they could be useful, and they also serve as a floor for any roll the PCs make. [Reliable Talent, for a rogue, then is useful for proficient Dexterity and Strength checks, as well as Charisma, Wisdom and Intelligence checks with unusual circumstances.] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
XGE rules on using thieves tool proficiency for finding traps
Top