| Wiggz |
How much information is gleaned about the trap? Does the detector understand the full functionality of the trap or simply that there is one?
At the heart of this question is a situation where we have a character in the group with very high perception who serves as the party scout, staying ahead and keeping an eye open for traps, among other things - but he has no Disable Device skills whatsoever. If the party comes across a trap and he detects it, does he know enough to help them circumvent it?
For instance, if there's a pit trap, can he show them where to walk or tell them how far it is across before its safe?
| wraithstrike |
There are no rules for this, but I assume the have a basic idea of how not to set it off.
As an example if it is a pressure plate he can tell them where the plate it.
If it is activated by touching the can say don't touch it.
I don't think it means he can say the trap needs 50 pounds of pressure to go off, because he would not know that.
| Wiggz |
There are no rules for this, but I assume the have a basic idea of how not to set it off.
As an example if it is a pressure plate he can tell them where the plate it.
If it is activated by touching the can say don't touch it.
I don't think it means he can say the trap needs 50 pounds of pressure to go off, because he would not know that.
Yeah, I'm trying to make this a judgment call (I'm GM'ing the game) so I guess it'll have to be done on a case by case basis. The trick is that some traps are so incredibly complicated, and then there's magical traps...
| Blakmane |
There's no offical rule. 'Detecting the trap' implies at least that you are aware of the trigger (pressure plate, tripwire etc) although not necessarily what happens after that. You can always do it by degrees of success: success within 5 of the DC means they only percieved the trigger, within 5-10 means they figured out what the trigger triggers, more than 10 means they can deduce the entire workings of the trap
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maouse
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If the pit doesn't have a "bypass mechanism" then, in theory, it must be disabled/disarmed/set off before going further. I would rule that since DD is a "learned only" skill, the only option someone without this skill would have would be to set off/trigger the trap once they found it.
Or go completely around it as if it were a hazard. But this means you aren't going to avoid a magic trap (ever, most are proximity - by time you see them you are in the proximity and setting them off) and most mechanical traps will end up killing (well, figuratively) you.
Keep in mind, setting off a trap can be done in several ways with more than 20 pounds of weight (pressure plates). Of course, the person seeing them may not know this because they aren't trained. But if you are feeling like a nice GM you can have them sacrifice 20+ pounds of gear every trap to avoid the effects. Otherwise, per the RAW, you need someone who knows what they are doing. Think of it as "bomb disposal." Yeh, anyone can see the bomb. But they might not know how to disarm it. And playing with it might set it off. Better know what you are doing when you mess with them.
ps. there is a reason they are called "traps" and not "cute little devices that might hurt you if you don't see them."
| Broken Arrow |
I agree with the comments so far but also add in a component of experience vs how exotic the trap is. If it's a basic pit trap - the perception check is enough to know where it is and hence how to walk around it. Something more exotic... they know where the trigger is but don't know how it works or what the effect may be. Something extremely unique... they may only get a gut feeling the corridor ahead is trapped.
These descriptors lend themselves to part of the reason for the DC of the applicable disable device check.