MetalPaladin |
While playing this last weekend, I ran into some questions about running hazards. Namely, how to handle alternative ways of disabling or avoiding the hazard by using different skills/abilities than those listed in the hazard's stat block. Should these require rolls? Or is simply noticing the trap in some circumstances enough to avoid the hazard?
The first scenario the players came across an Treacherous Scree, which was the only entrance into a cave, so they had to cross it. Two party members attempted the trained survival check several times to disable the trap, but bad rolls had them all fail. so the party wanted to find an alternative solution to resolve/disable the hazard. They determined that they wanted to use grappling hooks and climb checks to attempt to climb the scree. I allowed this, rolling for the hook, and asking each party member to make the athletics check and they all passed. I set the DC for the climb check at 18, as per the DC by level table. I reasoned that by setting up the hook & rope (with the chance to critically fail and potentially trigger the trap) along with all characters needing to make the athletics check (along with the chance to fall and trigger the hazard again) balanced out the higher DC of the survival check to disable the hazard. This also did not disable the hazard, just avoided it, and they had the potential to deal with it again when they returned out of the cave. Does this logic make sense, and was it applied correctly?
The second scenario was inside of the cave, where kobolds had set up a scythe blades trap in a corridor. Again, this was the only route forward to proceed (because kobolds are bastards like that). The players noticed the tripwire, and instead of attempting to using Thievery to disable the trap, they wanted to just jump over the trip wire. One player suggested that it should not have to be a skill check, as often times (in previous editions) just noticing the trap was the "defeat" of the trap, so to speak. I wanted a little more action, so asked for flat athletics checks of DC 10 just jump over the wire, or was open to other suggestions to avoid the trap. Of course, the monk managed to roll a total of a 9 and triggered the hazard. While I don't feel wrong for asking for a roll when there was a skill and a risk involved and probably wouldn't ask for such a thing all the time, I am wondering what other people's takes are, and if simply noticing the trap should have been enough to allow them to defeat and avoid the hazard.