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42

One important thing you're missing is that a pit trap is NOT simply a hole in the ground. From the Pathfinder SRD: Pit Trap (CR 1) Pit Trap CR 1 XP 400 Type mechanical; Perception DC 20; Disable Device DC 20 EFFECTS Trigger location; Reset manual Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids; multiple ...


26

This totally depends on how the trap is designed! As the DM, you are the authority to which you should appeal. If you think of it before the thief starts messing with the trap (and therefore not yet indicating to you how they're approaching it and possibly biasing your choice), then you can just decide what kind of trigger this trap has. However, if you ...


25

Many of the rune/glyph type spells, being writing-based, exist for this exact reason. Can you read the manuscript or ancient lettering? Do you care to? Explosive runes and Sepia snake sigil are the classic ones here, but you could easily mod a glyph of warding or symbol to say "when read," etc. to go off. Your average barbarian isn't going to bother to ...


23

Setting aside the utility of relegating most passive searching to passive perception and allowing active searching to find a trap that you already have evidence for, most traps and hazards in 4e really don't care about being detected. (This answer is inspired by a now defunct blog post about applying super meat boy to D&D traps (look at the second ...


19

Any character can search for traps, but only someone with the Trapfinding ability can find traps with a DC of higher than 20. Also pertinent is that only characters with the above special ability can disable magic traps with use of the disable device skill.


19

Don't make it a trap. Instead, have a bejewelled chamber with a button on the inside. "Do not press." the button reads. Let their curiosity do the rest. Make a prop of the button on the table, and have it be invitingly easy to press. Beyond that, this "hilarious" trap seems mostly tedious. The character's reward for not treating every step like it has ...


15

Although the clever suggestions so far here are fun and useful, it's important to observe that most low INT/WIS characters have high physical attributes. So my favorite wizard trap is a simple pit trap within an anti-magic aura. Any physical type can climb/jump out easily, but the wizard is stuck. One campaign, I used a deep pit trap. The fighter, rogue, ...


15

The best way for the wizard to defend a spellbook is the same as the best way for you to protect your precious computer files - have multiple backups. But, if he hasn't had time to make a copy, if he knows someone is trying to steal the book back, he wouldn't leave the book in the shop overnight. He'd keep it on himself, likely guarded by as many guards ...


13

Smart people can "trap" themselves if they find a problem, puzzle, interesting enough that they want to figure out how or why something exists. Example: Why is the pool of fresh water here in the middle of the desert with no discernible means of refilling? Maybe there is a stone pedestal with a bowl shaped depression carved into it, which would imply ...


12

Here's the thing: An intelligent Wizard would realize that it's easier to play to expectations than it is to outwit them. So, here's what I would do if you dumped me into this scenario as a Level 7 Wizard. Step one: Take a back room or a corner of the basement. Use Illusory Wall to conceal it. Step two: I'm a merchant, meaning I have connections with other ...


12

The reading of B/X leaves it open. In the period when it was for sale I can't remember a group that allowed a thief to roll twice. This is problematic at low levels because first and second level thieves have a lower probability of finding a trap than non-thieves. A 1 in 6 chance is 16.67% while first and second level thieves have a 10% and 15% chance ...


11

The Wiz7 NPC's Magic Shop The wizard has, according to Table 4-23: NPC Gear Value (DMG 127), 7,200 gp. Assuming the magic shop's inventory is consigned instead of self-made, and he spends half his wealth to bolster his personal capabilities to improve his saving throws and Armor Class and whatever, he'll spend 3,600 gp better defending his most valuable ...


10

I'm pretty sure the +6 is including the racial modifier. 4 skill points from ranks, 0 from intelligence and 2 from racial modifier. I'm not quite sure about the price that you've given. I think there would be ways to adjust it further downwards, but that might not be the real point in this case. Your actual question seemed to be why the kobolds seem to be ...


10

You are largely correct. When they introduced haunts in Rise of the Runelords, they were still somewhat supernatural and ill-defined, and were super fun and creepy. We all still fondly remember Foxglove Manor. As much of the 3.5/PF community is intolerant of anything that's not entirely mechanistic, however, when they re-did haunts for Pathfinder (RotR ...


10

I think you're confusing two types of traps. The bear trap is, if you'll excuse me being deliberately confusing for a moment, not a Trap. It is a piece of equipment that happens to have 'trap' in the name. The rules for trapmaking are not intended for building bear traps any more than they're intended for building Bridgets. Traps are not something you ...


9

Personally (and I insist on that point: this is only my opinion) I always ask two rolls - it would be a "find or remove traps" for me. Different reasons for that: I consider that detecting a trap and disarming it require different skills, even if there is only one skill for both in many games. The thief does not necessarily want to disarm the trap (for ...


9

To be fair to the RAW, I don't think a hole covered by branches is the kind of 'pit trap' they had in mind for the craft checks. If you look at the rules, they are specifically talking about traps in dungeons. What I believe the 250gp and craft checks are referring to are pit traps in dungeons that seemlessly integrate with the surrounding stone work. ...


8

No the 120' per 10 minute movements doesn't include searching for either traps or secret doors. On page B21 of Moldavy's Basic Rules for D&D and page B22 both actions (secret doors, traps) require search of a specific area (specified as a 10' by 10' on B19) and the search takes a turn (10 minutes) to perform. The searching referred to in the movement ...


8

Mechanical Trap Minimum Cost It doesn't look like you're pricing that trap correctly. Here's from the mechanical trap rules: The base cost of a mechanical trap is 1,000 gp. Apply all the modifiers from Table: Cost Modifiers for Mechanical Traps for the various features you’ve added to the trap to get the modified base cost. The final cost is ...


7

Since you mentioned "canonical" sources, the D&D Wiki covers the separation and evolution of Open Locks, Find/Remove Traps and Disable Device on their Charactonomicon page, apparently part of the 3.5 Dungeonomicon Sourcebook. Additionally an article posted on the Wizard's community site, Using Traps, states: The best-case would be a thief with 18 ...


7

One idea is a mesmerizing puzzle, perhaps painted or carved on a wall. Those that fail a save are mentally trapped trying to solve the puzzle. Perhaps some type of Hypnotism or Suggestion spell effect would work nice and probably require a Will save. In 4e just figure out a level appropriate attack against Will defense. You could then do all kinds of fun ...


7

tldr; You could say that ingested poisons work in water similarly to the way inhaled poisons work on land. A very interesting question. I think to start we have to look at how an inhaled poison would work in the natural environment. The particles of the poison diffuse through the air until they are inhaled by the unfortunate victim. For this to occur two ...


6

A more game-rules-oriented method would be to have the characters make Spot or Perception checks (depending on what version you're playing), and point out things that the players will want to investigate but are in fact dangerous. Higher-Wisdom characters will succeed on the Spot check more often. Putting it into a context that's likely to draw that kind of ...


6

Am I missing something in RAW ? Not that I know of. Is this something frequently houseruled ? If so, how ? Sort of. Use DM fiat. Just pick a number of Kobolds and amount of time that seems reasonable. Off the top of my head, I would allow 12 kobolds to make an outdoor pit trap 10' deep (in dirt) in a day, or underground, in stone, in perhaps 3 ...


6

First Things First While it might be hilarious to poison the PCs to death and reincarnate them as fuzzy animals, I urge against it. In my experience, such events are seldom as funny at the table as they were when imagined. I suggest instead a supernatural poison (perhaps inhaled) that as its damage inflicts an effect like baleful polymorph. This is much ...


5

"Searching" in that context just means investigating their surroundings. It means that the DM shouldn't add extra time when the party chooses to interact with the environment, unless it ends up taking enough time that the party is prevented from making forward progress during that Turn. It means there's room within that movement speed for quick, narrated ...


5

You might want to look at the Grimtooth's Traps series.... Lots of various puzzle-traps and situations with trap-like effects. A wide variety of different levels of lethality, required player and/or character ability to overcome, and wonderful illustrations and excellent descriptions.


5

The characters come upon a room with a giant chessboard where each piece is a different monster. Some sort of sign says "to advance you must defeat me in a battle of wits". Any character may direct a piece to move when it's their turn, following normal chess rules. The other side moves on its own. Whenever the characters lose one of the white (of course) ...


5

The italian version of the AD&D Player Handbook explicitly states that you need two separate rolls. Pag 56 (roughly translated): To find a trap, the thief must be able to manipulate the item which contains it. Usually the DM rolls the dice secretly... [...] Once found, the trap must be disarmed. This roll requires 1d10 round. If he ...


5

There's a fundamental assumption error here. High level D&D parties, especially ones with access to 9th level spells don't need to ever enter dungeons unless it is for their own amusement. We begin by articulating strategies of 18th level casters faced with an imposing dungeon: Their central strategy is to force the "defenders" to emerge from behind ...



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