![]() I believe Thieves Tools were designed to be used to disable traps. Which is not to say I don't greatly appreciate your input (I do!), tho! If/when the situation comes up while I'm DM'ing, if I don't have a standard/official solution, I wouldn't have a problem coming up with a satisfactory solution. but being at work, checking and posting on a forum is less conspicuous than poring through the rules manuals :D). what do they roll to disarm it?Īlso, just to be clear, I'm asking this in this forum (Rules & Game Mechanics), and not in the DM's forum, because I'm curious as to whether there's a standard/official answer (which, I admit, were I not too lazy, I could look up myself. Is that an Investigation check? Perception? Either? Does it depend on the trap? And let's say the chest is trapped, and they find the trap. I'm quite sure that uses Thieves' Tools (and hence the roll gets proficiency bonus if the picker is proficient with them), but does it use a stat bonus, also (perhaps Dexterity)? Or say the party finds a chest, and they want to make sure there are no traps. That is, say the party encounters a locked door, and they want to pick the lock. I was mostly wondering whether there was a standard method for these. ![]() I wasn't thinking of using multiple rolls in order to open a locked, trapped chest, like you describe. Thank you for the detailed analysis/suggestions! You have to describe the situation as such to give them hints. If you want them to be on the look out and have the trap be an encounter. etc.Īnd remember as the GM you describe the situation, if you describe a featureless hallway do you want them moving 5' and making a perception check every turn? That doesn't help anyone. ![]() Declare they are standing *next* to the door not in front as they open it, etc. They will open every chest from 30' with Mage Hand or Thaumaturgy. If a trap is merely wandering damage, the players are going to get annoyed by them and become paranoid. How does the challenge of a lock or trap improve play? Adding Sleight on Hand (Dex) onto that just adds another layer.Ģ) The more rolls you make a player make the more you guarantee failure of any particular roll. I know a lot of people now use Perception (Wisdom) to detect a trap, Investigation (Int) to decide how the trap works, and Thieves' Tools (Dex) to disable it.ġ) It requires the trap disarmer to take proficiency in 2 skills AND a tool set and have good ability mods in 3 different score. Do NOT make the trap disarmer put lots of skills into doing this. An investigation check would just be "if I was going to make a trap." Don't make them guess what is in your head as a GM. On the otherhand is a player says "I want to use Investigation to look for a trap" that should be encouraged. Most of the time use Perception (Wis) to detect most traps, because it will be about spotting something and it's what most players expect. I recommend as a GM not saying you "have to use a particular method". If you're trying to do something more interesting then change it up.Īs for finding traps. ![]() My brother is a bonded locksmith, he said it's all about dexterity. I recommend Thieves' Tool checks to unlock a standard lock should be Thieves Tools (Dexterity). Monstrous Compendium Vol 3: Minecraft Creaturesġst.
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