Overcoming Traps for a party without Disable Device... ideals?


Advice

Lantern Lodge

I'm running a fellow up game for my cousins and realize that none of them have Disable Device, since the rogue left the party.

I'm thinking of how to make traps that don't require a Disable Device check to shut it down.
I got a couple of ideals, but does anyone have any more ideals?

1) The Off switch
The trap has a off switch located somewhere around, at the side or next to the trap/room.
By using a perception check, a player can detect it and use the switch to shut the trap down.
The switch could be located pass the trap an so require a party member to brave the trap for the sake of the rest of the party. Like a climb or acrobatic check to reach the switch located in the gallery on the 2nd floor.

2) Overcome the Trap via spell/environment...etc
Falling a tree trunk to cross a pit of spikes in the forest, or covering the arrow slots with a Stone Shape spell.

3) Trigger the Trap (via a proxy)
Throwing a heavy object on to the trigger of the trap to "expend" its use. Or by getting a summoned monster to "take the shot" for the party... lol

4) Use another skill in place of Disable Device
Related to the above ideals. Maybe a party could shut down a magical trap by having the Wizard recognize where's the trap power source and have the Barbarian break it with his axe.

Will these work? And what other ideals/methods could I use?


Non magic traps that have a DC less than 20.

Or

Big room with a waist high pillar. Big red button on the pilllar that says "Dont Push."

when the push it, and they will, all hell breaks loose.

RPG Superstar 2015 Top 8

1. Magic traps should be dispellable (and can be seen with Detect Magic and some concentration). If they're too low level to dispel, that might be a problem, but if someone can use magic items, maybe leave something with a dispel ability as treasure somewhere.

2. Create traps that have a "long way around" -- i.e., if they go through the trapped door, they get to their goal right away. But if they find the trap and can't find a way to deal with it--maybe they find a secret door or hatchway that leads them through tunnels that eventually gets them to where they need to go--it just takes longer. The "longer way around" should have other, different hazards to face instead of the trap, of course.

3. "Pattern" traps, like common "checkerboard" traps. You step on the black tiles, you get zapped, but stay on the white tiles, you're safe. Obviously they can get more complicated than that, but the idea is they have to figure out the right pattern of tiles to safely cross over in some manner.

"Easy as pi(e)."*

4. Let them find disposable resources that let them get past a trap safely--but they have to determine whether it's worth using at that point or not. For example, they know a trap shoots fireballs if they get too close. They can't disable it, but if they use a potion of protection from fire they can walk through and be minimally harmed. BUT do they want to waste that potion just yet...?

There's a LOT you can do with the stuff you just listed as well -- stuff like simply jumping over the pit trap, etc. For using another skill, Knowledge: Engineering and Knowledge: Dungeoneering should come in handy. They should not let you disable the trap, but find ways to bypass or trick it.

5. They could capture a mook who can tell them where the traps are. Obviously, they have to decide to do that but -- say, if it's a dungeon full of goblins for example, maybe they find a cowardly goblin who's willing to surrender to the party, or who even offers to give them info on the dungeon if they let him live.

* If you get that reference, you get Internet cookies. Otherwise, just ignore, DQ's being a huge geek again.


As long as his perception is good, the wizard should be able to safely find and detonate traps at will with bizarre use of cantrips (Sift, Detect Magic, Mage Hand, Prestidigitation) and unseen servant.

And never leave home without an 11 foot pole.


Hmm, reminds me of this time when the Rogue in our party that got greedy. We had a Rod that was a key to a series of portals to a realm that would allow us to open a portal to nearly any region on Faerun. He had a tunnel/room that we weren't allowed to go into because it was heavily trapped.

I had the Rod in my hands, and was going to give it to the wizard as he had the portable hole. The DM allowed his sleight of hand check to remove the Rod from my hand and replace it with a stick, all without my notice. So he took the Rod, and went down the tunnel and I told the party, so we went after him.

Obviously, our trapper wasn't there, so my Half-Orc Ranger went outside, picked up a few boulders, and rolled them down the tunnels and triggered all the traps. The Rogue was also a jeweler as a hobby, and had shelves of valuable stuff he'd made that my boulders smashed into and destroyed. Then, I subdued him against his will, and we sat down and talked about how he wasn't taking anything from me anymore.


DeathQuaker wrote:


"Easy as pi(e)."*

...

I love pi!


I always think through the mechanism of any trap I put in the game. Most traps, if detected, can be automatically disarmed so long as the player can articulate what he is doing.

A crossbow trap only fires the direction it is pointed. If someone specifies they are along the wall of a hallway, a crossbow pointed straight down the middle can't hit them.

Pit traps can be walked around.

Locked doors can be beaten down. If going out, hinges can be broken off and the door lowered down softly. Either way, crowbars get you around poison needle traps easily enough.

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