| Post/Author/DateTime | Post |
|---|---|
| Lord_Varos10-02-06, 10:01 PM | I want to take out of my game the generic, cut-and-paste traps from the DMG. To replace these, I will hand-craft an individual trap whenever one is appropriate, and it will be one that fits the designer, materials, and environment. And I don't want disabling them to be as simple as the party Rogue by using the old "click the Search button, then press Disable Device" trick. If there's a cannon hidden inside the wall, it will not be as easy to disarm as rolling Disable Device. Here's the issue with that: Search loses half of its power, leaving only finding hidden weapons and secret doors to its repertoire, and Disable Device becomes almost completely purposeless. Should I keep these two skills in my game and, if so, what can I do to keep them usable? Any help is greatly appreciated. |
| Relic10-03-06, 10:14 AM | I would remove Open Locks and put everything pertaining to it under the use of Disable Device. After all, you are technically disabling the function of the lock... to remain locked and prevent access. Disable Device would still remain useful on its own in certain circumstances (sabotage for instance). You could also use Disable Device to learn how a trap operates even though it might not be possible to disarm the trap at the specific moment (need to be on the other side of the door to disarm it, for example). |
| DragonBringerX10-03-06, 04:21 PM | i would remove search (just put everything under spot) and remove open lock as relic said above... i do something very simular in a survival horror modern game, but modern has a few more skills so removing 2 wasnt a big deal (hardly even noticeable actually) |
| Xeviat-DM10-03-06, 07:58 PM | I could see removing search and condencing it with spot, but search is sometimes tactile and not visual. But that could be fixed without too much difficulty. I like the idea of designing traps to be more of an encounter than an "oops" scenario. Rogues having to search everywhere really slows down my games, but an adventurer walking into a hallway that is obviously trapped (like in Indiana Jones) is fun! |
| Relic10-03-06, 11:11 PM | In my games I have a rogue's trapsense a passive ability. A player does not need to say "I search for traps." Rogues have an intuitive ability to notice traps. In game terms this means that when there is a trap I roll the rogue's Search skill. If he detects it, I inform the player that he detects a trap. If he does not detect it then it is assumed that the trap is hidden in such a degree that the rogue's skill at detecting traps is insufficient. This eliminates the "I search for traps on every 5 ft square in the room" scenario. And it puts trap finding where I want it... a passive skill that the rogue has the option of improving or not improving upon. |
| Xeviat-DM10-04-06, 04:14 AM | In my games I have a rogue's trapsense a passive ability. A player does not need to say "I search for traps." Rogues have an intuitive ability to notice traps. In game terms this means that when there is a trap I roll the rogue's Search skill. If he detects it, I inform the player that he detects a trap. If he does not detect it then it is assumed that the trap is hidden in such a degree that the rogue's skill at detecting traps is insufficient. that sounds good. I would give that to any character that has 5 ranks in search. But, to make things interesting, it could have a 10 or 20 ft. range and a successful check only alerts the rogue to the presence of the trap, additional searching will be required. How's that sound? |
| Relic10-04-06, 10:15 AM | that sounds good. I would give that to any character that has 5 ranks in search. But, to make things interesting, it could have a 10 or 20 ft. range and a successful check only alerts the rogue to the presence of the trap, additional searching will be required. How's that sound? That is basically how I use it. I never technically defined its range though I usually operate it within the 20-30 ft range. I should actually define the range though just to prevent any possible future conflict. And detecting a trap only alerts the rogue that a trap is present. Further skill checks are required to get more information. |