Hello All,
I have a party of 6 pc's and 2 0 level's but none of them are thieves. I am wondering how others of the community handle traps? Obviously removing them is only for a thief but I mean in regards to detecting traps. I'm tempted to give players a DC and a roll modified by luck but I was curious if others had different ideas of how to handle this.
That or a "well have fun without a thief" you can't detect them at all scenario. I'm somewhat up in the air on the subject.
Traps without a thief
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- Raven_Crowking
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Re: Traps without a thief
Look at the character's occupation, then allow either 1d10 or 1d20, depending, to detect a trap. Also, if the player describes the character doing something that would detect/safely trigger the trap (prodding with a 10' pole, for example), then so be it. Trap detected/triggered, no roll required. Old-school D&D had a chance of triggering a pit this way, so you might give it a 1 in 6 or a 1 in 3 chance of doing so, roll, and then adjudicate.AQuebman wrote:Hello All,
I have a party of 6 pc's and 2 0 level's but none of them are thieves. I am wondering how others of the community handle traps? Obviously removing them is only for a thief but I mean in regards to detecting traps. I'm tempted to give players a DC and a roll modified by luck but I was curious if others had different ideas of how to handle this.
That or a "well have fun without a thief" you can't detect them at all scenario. I'm somewhat up in the air on the subject.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Re: Traps without a thief
Yeah a party of blind guys would be the best trap finders ever. Just smack the triggers as they move. I forgot about the 1d10 untrained roll so that pretty much answers all I need. Maybe the 4 intelligence idio... errr Dwarf rat catcher can notice traps lolRaven_Crowking wrote:Look at the character's occupation, then allow either 1d10 or 1d20, depending, to detect a trap. Also, if the player describes the character doing something that would detect/safely trigger the trap (prodding with a 10' pole, for example), then so be it. Trap detected/triggered, no roll required. Old-school D&D had a chance of triggering a pit this way, so you might give it a 1 in 6 or a 1 in 3 chance of doing so, roll, and then adjudicate.AQuebman wrote:Hello All,
I have a party of 6 pc's and 2 0 level's but none of them are thieves. I am wondering how others of the community handle traps? Obviously removing them is only for a thief but I mean in regards to detecting traps. I'm tempted to give players a DC and a roll modified by luck but I was curious if others had different ideas of how to handle this.
That or a "well have fun without a thief" you can't detect them at all scenario. I'm somewhat up in the air on the subject.
- Raven_Crowking
- Cold-Hearted Immortal
- Posts: 3159
- Joined: Fri Mar 16, 2012 9:41 am
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Re: Traps without a thief
Remember that the Dice Chain is your friend.
Can't decide if that rat catcher should get a d10 or a d20? Give him a d12, a d14, or a d16!
Can't decide if that rat catcher should get a d10 or a d20? Give him a d12, a d14, or a d16!
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.