| Splendor |
Each trap is different and has its own set of variables for setting it off. If you are able to do something that qualifies for setting it off, it goes off.
Traps are normally activates by: Location (being in a specific ground square), Proximity (being in a specific radius, ground or air), Sound (audio noise sets it off), Visual (Magic, vision), Touch (object must be touched), Timed (goes off after set time) and Spell (various)
-Location traps can be set off by a specific minimum weight being in a specific square or group of square. So you could set it off from anywhere so long as you can target the location and deliver enough weight (summon a monster, throw a rock).
-Proximity traps (mundane) can be set off easily, even wind could set it off.
-Proximity traps (magical) can be set off by anything that would set off an alarm spell, but can be even more specific (good, orcs, non-humaniods).
-Sound traps are set off when they 'hear' you. They can be set off by talking or walking (sneaking may bypass them).
-Visual traps are set off when they 'see' you. They can be set to only go off if they see specific items or not (doesn't go off if a holy symbol of Desna is prominently displayed). Can be set off by illusions, disguises, etc.
-Touch traps can be set off when they are touched. Weight/force could be a factor in setting them off. Could have to yank a door open or could be set off by a slight breeze. Can be set off if weight/force conditions are met.
-Timed traps go off after their timer runs out. Possibly to rewind or fast forward timer to change duration.
-Magic traps go off whenever their creator set them to go off.
The rogue talent allows you to set off any of your traps at a distance of 30' w/o meeting the requirements of the traps trigger. So you could set off a land mine they made w/o stepping on it.