grandaustino's page

Goblin Squad Member. Organized Play Member. 3 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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I have no problem with the DC's at low levels. The problem is that a 13th level rogue is effectively immune to all magical traps regardless of DC. There should be some element of risk or there is no point having them in the game.


Hey gang,
I am wondering if anyone else has noticed this problem. A second level rogue with a good dex and a couple of ranks in disable device has a check of 10 or 11. A CR 2 magical trap has a disable device DC of 26. That means that they have about a 50% chance of setting off the trap. A 13th level rogue with normal magical items and trap-finding has a check of about 30, but the DC for a CR 13 trap is only about 33. There is 0% chance of setting off the trap. In fact the worst magical trap possible with a spell level of 10 is only 35, meaning that a rogue is in no danger from a CR 19 to 20 trap which should take a miracle to get past. Am I reading this wrong. This makes no sense at all.


I would be very interested in playing. I have been playing RPG's since the late 80s, and definitly perfer role playing to roll playing. The only difficulty is that I an also a medieval reinactor and our events are usually on Saturdays. If we can work together on schedules, and if we are a fit I would be very interested.