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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
XP for 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="awayfarer" data-source="post: 3817025" data-attributes="member: 42702"><p>Which just proves my point, which is that other classes are only able to find and deal with traps rarely and in specific circumstances. A dwarf is going to have a tough time finding a trap unless...</p><p></p><p>1: It's set in stone, which will not always be the case.</p><p>2: They have levels in a class with search as a class skill (and are actually investing in it)</p><p>3: [Edit] furthermore, what is this dwarf, assuming they do not have the ability to disable traps, actually going to do about any traps they do manage to find?</p><p></p><p>Of the core 11, only the ranger and rogue have search as a class skill. In other words that dwarf is not finding a trap unless they're a ranger, they've invested in search, and the trap is in a specific material.</p><p></p><p>As for the wizard (or any class capable of dispel magic), this offers several problems. Sure you can use dispel magic to temporarily suppress a trap but think of what this means</p><p></p><p>1: At low levels (say, 5-10) the caster will be using up some prime slots to do something that could easily be done by someone who's invested in the right skill.</p><p>2: The level check on dispel magic is capped at +10. A tenth level rogue can easily have a bonus to disable device in the +15 or higher range. Sure at later levels you can use greater dispel magic but this leads to the situation described above where you're using up some of the prime spell slots to do something that someone with the appropriate class feature can do more easily.</p><p>3: Temporarily dispelling every magical trap is a very resource intensive strategy. Sure you can rest to gain spells back but this leads to a situation where you're progressing fifteen feet every day.</p><p>4: This is, of course, only for magical traps. The mundane ones will still prove a problem.</p><p></p><p></p><p></p><p></p><p>Irrelevant. My point is not that the rogue is hogging all the glory. My point is that the party will have a trapfinder and that said trapfinder will be dealing with traps all by their lonesome. If the group has a beguiler as their trapfinder, the beguiler will be working on those traps alone. Same for a scout, ninja, etc. In some rare situations you may have more than one trapfdiner but the best that person can offer is a +2 bonus from aid another.</p></blockquote><p></p>
[QUOTE="awayfarer, post: 3817025, member: 42702"] Which just proves my point, which is that other classes are only able to find and deal with traps rarely and in specific circumstances. A dwarf is going to have a tough time finding a trap unless... 1: It's set in stone, which will not always be the case. 2: They have levels in a class with search as a class skill (and are actually investing in it) 3: [Edit] furthermore, what is this dwarf, assuming they do not have the ability to disable traps, actually going to do about any traps they do manage to find? Of the core 11, only the ranger and rogue have search as a class skill. In other words that dwarf is not finding a trap unless they're a ranger, they've invested in search, and the trap is in a specific material. As for the wizard (or any class capable of dispel magic), this offers several problems. Sure you can use dispel magic to temporarily suppress a trap but think of what this means 1: At low levels (say, 5-10) the caster will be using up some prime slots to do something that could easily be done by someone who's invested in the right skill. 2: The level check on dispel magic is capped at +10. A tenth level rogue can easily have a bonus to disable device in the +15 or higher range. Sure at later levels you can use greater dispel magic but this leads to the situation described above where you're using up some of the prime spell slots to do something that someone with the appropriate class feature can do more easily. 3: Temporarily dispelling every magical trap is a very resource intensive strategy. Sure you can rest to gain spells back but this leads to a situation where you're progressing fifteen feet every day. 4: This is, of course, only for magical traps. The mundane ones will still prove a problem. Irrelevant. My point is not that the rogue is hogging all the glory. My point is that the party will have a trapfinder and that said trapfinder will be dealing with traps all by their lonesome. If the group has a beguiler as their trapfinder, the beguiler will be working on those traps alone. Same for a scout, ninja, etc. In some rare situations you may have more than one trapfdiner but the best that person can offer is a +2 bonus from aid another. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
XP for Traps?
Top