player has insanely high perception check


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B.O.B.Johnson wrote:
Yeah I'm going to have to disagree with that. If a town is having routine break-ins, the towns people aren't going to be like 'oh well' and keep using the same mundane locks - they're going to invest in better and better locks, traps, security, and neighborhood watches and so on.

That sounds like common sense. The CR calculation does not have common sense as an input.


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B.O.B.Johnson wrote:
thorin001 wrote:
Terquem wrote:
So wait a minute. Are some of you saying that if the DC is, say, 17, and your character ha a +4 on the roll, AND you decide those odds are not to your liking, you will invest in a character improvement that raises your modifier by +2, and when you have done that you fully expect that from that point on the DC should never increase, making the investment you made worth while?
Sort of. The DC for the same task should never increase just to match then new abilities of the character. Also, the DC for the average lock in the town should not suddenly become higher just to spite the character. Sure DCs should be higher if the character goes after bigger challenges, but the world should not randomly get harder just because the character got better.
Yeah I'm going to have to disagree with that. If a town is having routine break-ins, the towns people aren't going to be like 'oh well' and keep using the same mundane locks - they're going to invest in better and better locks, traps, security, and neighborhood watches and so on.

That is a bad anology. The game is not a town, and the game has rule for DC's.

I was going to say a better comparison would be a BBEG(end of game) who notices all of his traps are being bypassed and decides to increase his traps lethality in the HQ of his lieutenants.
However, the game already handles that by making things more difficult as you progress(level up).

It also fails because whether the party succeeds the traps by a value of +1 to +35 the BBEG doesn't know that. He only knows the traps are being defeated. So as far as the in-game rational there isn't one.

PS: Even that town example doesn't work. The townspeople don't know the skill of the person breaking in, nor how easily he bypassed the locks so they have no way of knowing how much to raise the ability of their locks to keep people out.

Really the best thing to do is talk to the player about what type of game you both want to run and play, and decide what to do from there. I would rather a GM say "don't do this", than just negate my resources. <-----Communication solves problems.


AnimatedPaper wrote:
The Sword wrote:
I also go for the ball not the player. I've never banned someone from one of my games, you mention that not me.

Actually, you mentioned that.

The Sword wrote:
I would say to the player that their burning desire to make traps irrelevant with abnormally high perception checks is making me not want to include them in the game.

I'm not sure that you meant it to be taken that way, but it would sound like a threat to me, no matter how calmly delivered it was.

I've been reading through this thread (there's been a lot added to it since I last peeked in), and I have to ask, if you aren't advocating adjusting percentages to meet player capabilities, what are you advocating? It seems like you are saying that you are telling players you don't like them to be too good at any one thing, and that if they want to do that, you do "not want to include them in the game."
I get that you don't see that as the same action, and I can agree with that distinction (one involves a conversation with the player, one involves DM fiat behind the scenes) but both boil down to the DM, either on the character sheet or with the dice roll, not wanting to reward that kind of character build.
I'm not sure I could agree with that kind of DM, and as a player I would be very disappointed.

I like to play this one old RPG game on my computer once in a while that has it set so that 100% success rate is never guaranteed - you can achieve 99% or in some cases 99.9% cases. I'm perfectly fine with that. I can either have my character attempt to achieve that 99% (and suck in other areas) or not, but no matter how I progress there is no auto-succeed and I like that.

The GM in question could discuss with the players of modifying the rules slightly so that a nat 1 on a skill check where failure can have penalties (such as setting off a trap) then requires a percentile roll. Then for the percentile something like:

% DC = MAX((Original skill DC - 1 for each skill rank/feat/trait/statmod), 1) / Players Skill Modifier.

MAX = whichever is higher, in this case basically number can't drop below 1.

So for instance, a trap with a DC 20:
15 ranks
10 alertness and skill focus
4 wisdom
2 half-elf keen senses
5 eyes of the eagle item
1 seeker trait

MAX((20 - (15 skill ranks + 2 feats + 3 traits? + 4 wis mod)), 1) = 1 / 40 = 2.5% (so either round up or down), but then basically, the player only fails if:

Rolls a 1 nat, then rolls either a 00+1, 00+2, or 00+3 on the percentile dice. That's probably less than 1% chance of failure there - cause a nat 1 is a 5% chance, followed by a 3% chance of failing the 2nd roll. So then his mighty +40 investment isn't meaningless, but there is always a minute chance of failure.

The argument isn't that he shouldn't be rewarded for his feat investment, it's that it shouldn't be allowed to hit the point where there is absolutely no risk ever failing. Even in a fantasy world, the greatest/best/whatever entity at skill X can still be ever so slightly under the weather and totally whiff on something. Even as annoying as save or suck builds can be, with saving throws, there is still a chance that the spell caster's plan doesn't work if the monsters roll nat 20s (course round 2 they try again with a different save or suck spell/ability).


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Most towns aren't setting up fireball and glyph of insanity traps.

And the kind of LVL15.Super Lockpicker going around towns and snatching stuff has better things to do than steal shiny cups from a noble in town.

But this thread has essentially boiled down to "But characters should always have a chance of failure! It doesn't matter if they built a huge portion of their character around doing that thing and their character concept is Bad Ass Vault Plunderer."

In my opinion folks should worry less about traps. It's not like they're particularly interesting anyways. Roll two dice and move on. Oh you failed? Take some damage or worse. Now move on to the actually interesting bits of the game like the developing plot or the upcoming battle with the BBEG's lieutenant.

Now Puzzle Doors are where it's at! The Rogue disables the trap that springs if you fail and still feels useful whilst also getting to employ riddles or weird runic combinations with cryptic clues around the room.


wraithstrike wrote:

That is a bad anology. The game is not a town, and the game has rule for DC's.

I was going to say a better comparison would be a BBEG(end of game) who notices all of his traps are being bypassed and decides to increase his traps lethality in the HQ of his lieutenants.
However, the game already handles that by making things more difficult as you progress(level up).

It also fails because whether the party succeeds the traps by a value of +1 to +35 the BBEG doesn't know that. He only knows the traps are being defeated. So as far as the in-game rational there isn't one.

PS: Even that town example doesn't work. The townspeople don't know the skill of the person breaking in, nor how easily he bypassed the locks so they have no way of knowing how much to raise the ability of their locks to keep people out.

Really the best thing to do is talk to the player about what type of game you both...

Actually it isn't a bad analogy. They don't need to know how easily the locks were bypassed - the only thing they need to know is that the lock was defeated - therefore they get a better lock than the previous one. When that one is defeated, they get an even better one - and so on. Basically as the player's skill grow, so does the renown of some unknown burglar who defeats any lock - as that renown grows, so does the lock making business. The scaling in this case reactive - not automatic.

If my house was broken in, I would up security. I probably would have no idea how easily the thief broke in, but that isn't going to stop me from getting strong doors, better locks, and better windows.

As to the BBEG of a dungeon - I'm sure as you clear one dungeon after the next, the renown of your party will grow, word will spread, and BBEGs of their respective dungeons will scale up their security - and as each tougher and tougher BBEG gets dropped, the renown of the group grows. There is nothing wrong with a campaign world re-actively scaling due to growing renown of legendary characters.


Jack of Dust wrote:
Sure, but they aren't going to wait for the intruder to level up either. The townspeople only deciding to forge better locks at the precise time the thief gets much better at disabling them is still blatant plot convenience. Apart from that issue, it's a good way to show that the thief had an impact on the world around them.

I wasn't suggesting that the particular DC automatically jump up because the player leveled. I was suggesting it scale up the more the player uses the skill, and their infamy grows. The scaling could happen before they even level again, or could scale half way through their next level, or even scale a couple levels later - so even though the town started getting better locks, the thief has gotten better at his craft so even the new & improved locks are still meaningless to him at that.

And yes it would be an indication that the thief was having an impact on the world around them - and if I was playing that thief, I would think that is the coolest thing ever - I wouldn't mind in the slightest that the GM has gradually scaled the difficulty up. In my mind my character would be all that more epic that he is having that effect on the world around versus where the GM just starts hand waving whatever my character is good at because the CR can't scale to auto-success I've managed to achieve.

Edit: it's like the 2-01 Before the Dawn Part 1 - The Bloodcove Disguise scenario:

Spoiler:
As the PCs progress through the town doing various things they gradually gain more awareness from the Aspis operating in the area and start receiving cumulative penalties to various skill checks.

There is other scenarios (can't remember off the top of my head) where certain mechanics scale to higher and higher DCs the more the PCs attempt those checks.


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B.O.B.Johnson wrote:
wraithstrike wrote:

That is a bad anology. The game is not a town, and the game has rule for DC's.

I was going to say a better comparison would be a BBEG(end of game) who notices all of his traps are being bypassed and decides to increase his traps lethality in the HQ of his lieutenants.
However, the game already handles that by making things more difficult as you progress(level up).

It also fails because whether the party succeeds the traps by a value of +1 to +35 the BBEG doesn't know that. He only knows the traps are being defeated. So as far as the in-game rational there isn't one.

PS: Even that town example doesn't work. The townspeople don't know the skill of the person breaking in, nor how easily he bypassed the locks so they have no way of knowing how much to raise the ability of their locks to keep people out.

Really the best thing to do is talk to the player about what type of game you both...

Actually it isn't a bad analogy. They don't need to know how easily the locks were bypassed - the only thing they need to know is that the lock was defeated - therefore they get a better lock than the previous one. When that one is defeated, they get an even better one - and so on. Basically as the player's skill grow, so does the renown of some unknown burglar who defeats any lock - as that renown grows, so does the lock making business. The scaling in this case reactive - not automatic.

If my house was broken in, I would up security. I probably would have no idea how easily the thief broke in, but that isn't going to stop me from getting strong doors, better locks, and better windows.

As to the BBEG of a dungeon - I'm sure as you clear one dungeon after the next, the renown of your party will grow, word will spread, and BBEGs of their respective dungeons will scale up their security - and as each tougher and tougher BBEG gets dropped, the renown of the group grows. There is nothing wrong with a campaign world re-actively scaling due to growing renown of legendary...

What I was talking about was the post you responded which said the player getting a +2 to bypass ____ was countered by the GM raising the DC by +2. In order to put in the exact measure needed the town would have to know the measure used, so yes the example is bad.

You may be saying that if the town has problems they will try to get rid of the problem by installing better locks, but going that route in game the town could add +10's while the thieves only added a +2 because they(the town) don't know exactly how much better they need to be in order to stop the thieves.

This town does not have the knowledge the GM does.


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B.O.B.Johnson wrote:
There is nothing wrong with a campaign world re-actively scaling due to growing renown of legendary characters.

That is a matter of opinion just like it is matter of opinion that things should not scale.

But like I said before the best thing to do is talk to the player. If the player knows the game pretty well he will catch on that he is being countered, and that may not end well.

Of course if you talk to him he may leave the game, but people tend to take things better when you tell them vs them finding out on their own.

He may also ask to just get a redo on the resources since they are being negated, which I think is fair.


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wraithstrike wrote:
But like I said before the best thing to do is talk to the player. If the player knows the game pretty well he will catch on that he is being countered, and that may not end well.

I've found the easiest way to convey this kind of info is with the following blanket statement: "All rules are guidelines. The GM is free to ignore a rule or make up his/her own rule(s) in order to facilitate better gameplay."

That way someone expecting a RAW-only game will know to steer clear or at least adjust their expectations.


WOW this thread exploded...

Orfamay Quest wrote:

...

picks don't break,
...

At one point I said jokingly that anytime you come across a lock we should open a game of skyrim and try to pick those locks. the picks you break in skyrim uses your actual resources in pathfinder.

one thing I forgot to mention was we are going into epic levels with this campaign and I am using the rules suggested in the core rulebook which would let spells above 9th level to exist. As these traps are created by gods I'm sure they can use heighten spell to make a telekinesis spell be 15th or even 20th level.

this trap can be triggered during a combat encounter and would actually add more enemies to the encounter. and this trap was created by gods several thousand years ago but I just now remembered that the bad guys are also here to try to free the world ending monster and they saw the trap and bypassed it.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

My thoughts on this topic go like this:

The DC to climb a particular wall is a fixed number. It doesn't matter if you're a 20th level rogue with max ranks in climb, or a 3rd level fighter in full plate with no ranks at all. The DC is fixed. If I put that wall into an encounter, I'm not going to fiddle the DC just because one character has optimised for climbing. Nor am I going to change the DC 5 levels from now when the PCs return with better gear and higher climb skills. Same wall, same DC.

NPC intervention is the one thing that can change that assessment. If the kobolds saw how easily Roguey McRogueface climbed the wall, they might put some work in to make it tougher in the future.

The same goes for all other skills: that lock has a fixed DC to open. That trap has a fixed DC to perceive and a fixed DC to disable. If it changes between times it's encountered, someone has changed it, and they have a reason to do so (which I will know, it's not arbitrary).

I literally could not care less what the PC skill modifiers are in relevant skills for an encounter. The only thing that matters is whether the players are engaged, challenged, and having fun. So what if they spot every trap? I don't only use traps. So what if they can climb any wall? The kobolds on top pouring alchemist's fire on their heads don't care. So what if the bard is a charming bastard? He won't stop the witch poisoning the party in the swamp.

If a player makes a particular type of challenge trivial because they invested in it, then they'll have trivial encounters. Good for them. I have lots of ways to make other encounters a challenge.


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Chemlak wrote:


If a player makes a particular type of challenge trivial because they invested in it, then they'll have trivial encounters. Good for them. I have lots of ways to make other encounters a challenge.

You probably have even more ways to make other encounters challenging, because the resources needed to trivialize traps could instead have given the character, you know, a BAB that lets him hit his plate with his fork, or enough hit points to participate in a snowball fight without an ambulance ride afterwards.


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Tormsskull wrote:
wraithstrike wrote:
But like I said before the best thing to do is talk to the player. If the player knows the game pretty well he will catch on that he is being countered, and that may not end well.

I've found the easiest way to convey this kind of info is with the following blanket statement: "All rules are guidelines. The GM is free to ignore a rule or make up his/her own rule(s) in order to facilitate better gameplay."

That way someone expecting a RAW-only game will know to steer clear or at least adjust their expectations.

This isn't a rules issue so that wont work. This is an issue of the GM negating resources.


wordelo wrote:

one thing I forgot to mention was we are going into epic levels with this campaign and I am using the rules suggested in the core rulebook which would let spells above 9th level to exist. As these traps are created by gods I'm sure they can use heighten spell to make a telekinesis spell be 15th or even 20th level.

this trap can be triggered during a combat encounter and would actually add more enemies to the encounter. and this trap was created by gods several thousand years ago but I just now remembered that the bad guys are also here to try to free the world ending monster and they saw the trap and bypassed it.

So, if you're already using epic, absolutely, you can make Nth level spells (above 9). The rules are 25+spell level to detect and disable, you can replace spell level with whatever you want. The problem is, why stop at 15 or 20? These are gods, can't they just make it a level 99 (chosen arbitrarily) spell and be done with it? Especially since you already need a 17th level spell for the player to fail at all (on a one).

Additionally, who are the "bad guys"? Are they demigods? Gods? Because if they're just classed humanoids, anything they achieve should be possible for the party (maybe not yet, but still). And since your player is already fairly close to the bleeding edge of what they can get, I'm not sure what the bad guys can field that would easily bypass the trap but still make it difficult for the player.

I'll be honest, it sounds like you're invested in this very specific idea you have and you're planning on forcing it through no matter what, player abilities be damned. Rule 1 of GMing, no plan survives contact with the players. If all you want is something that adds more monsters to a combat encounter, why does it need to have a high DC? The monsters can just trigger the trap on their own. Unless the players have time before combat starts to disable the trap, you can guarantee the trap will be triggered. The player might be able to disable it once combat starts, but they'd need to win initiative and presumably they'd need to take AoOs or end up in the middle of all of the other enemies to be able to do it, which I'll be honest, sounds like a pretty awesome story.


I'm surprised nobody brought this up from what I read: Perception only allows you to see the trap. You need Disable Device to, well, Disable it.

If the player sees the trap, fine, he sees the trap. It will still pose a threat, especially if it's convoluted properly. Some traps might not even be able to be disabled except by a switch or something on the opposite side of a corridor.

If you're really stumped on traps that are effective, then look at the Tomb of Horrors. Players from the original will tell you how absolutely brutal those traps were, and that even if they did find out they were traps, they had a hell of a time overcoming them.


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Darksol the Painbringer wrote:


If you're really stumped on traps that are effective, then look at the Tomb of Horrors. Players from the original will tell you how absolutely brutal those traps were, and that even if they did find out they were traps, they had a hell of a time overcoming them.

Many of the ToH traps are/were illegal under Pathfinder rules. One improvement that has been made since the mid 70s (at least in my view) is a better attempt to separate player-knowledge from character-knowledge. Most of the ToH traps required the character to take specific actions dictated by the player (for example, touch objects in a precise order) and no clues were provided as to what that order was.

It's not reasonable for me to present an inscription written in Euskara and expect players to understand it, which is why the Linguistics skill exists. It allows a someone who doesn't speak Euskara to run a character who does, and similarly allows someone who doesn't speak Abyssal to run a character who does. Similarly, I don't need to be able to turn cartwheels myself to play an acrobat, or to be able to shoot a bow to play an archer.

But in ToH, it was expected that if the player did not know how to disable a trap, the character couldn't, either.

The Pathfinder rules specify that "All traps—mechanical or magical—have the following elements: CR, type, Perception DC, Disable Device DC, trigger, reset, and effect." That is to say, all traps must be capable of being disarmed if your character's DD skill is high enough.


wordelo wrote:

..Provided some more context to his OP

again another situation when I just can't give enough details. Just like DMing I can't prepare for every strategy PCs come up with.

It sounds like you've mixed a bunch of variables and are starting to see some consequences come out of the math on the other end.

1. Converting a 4E adventure to PF
1a - maybe converting PCs from 13th 4E to 13th PF as well?
2. Mythic capabilities
3. PF Unchained ABP
4. Not actually playing this right now (I believe you said almost a year, but you're just getting ready).

If it was my group, I'd have a sit down with them and layout the problems you foresee from GM perspective about providing fun encounters for them with all these variables in transition not seeming to actual workout as you thought they would.

It may very well be all your collective good intentions and desire to play this cool adventure w/o going back to scratch just isn't going to work as planned. Maybe won't work at all w/o some significant GM work to balance everything out or to essentially re-write the adventure mechanics using PF statblocks to meet the "intent" of the 4E provided stat-blocks (using the adventure script/plot as the backbone). All that could be more work than its worth - but that would be for you to decide.


Orfamay Quest wrote:
Darksol the Painbringer wrote:


If you're really stumped on traps that are effective, then look at the Tomb of Horrors. Players from the original will tell you how absolutely brutal those traps were, and that even if they did find out they were traps, they had a hell of a time overcoming them.

Many of the ToH traps are/were illegal under Pathfinder rules. One improvement that has been made since the mid 70s

But in ToH, it was expected that if the player did not know how to disable a trap, the character couldn't, either.

And then there is this, a module made for tournament play, perhaps never meant for "public use". Many of those early convention modules were won by being the last person standing. If wiki is to be believed - although I think I heard some of this discussed on the D&D podcast too.

ToH For Origins 1 Convention to Test the best


wraithstrike wrote:
This isn't a rules issue so that wont work. This is an issue of the GM negating resources.

The rule is in regards to challenge rating. Some individuals are saying that you can't increase the Perception DC because that would increase the CR, and players are only expected to face challenges within a particular CR range.

If you, like me, think CRs are simply guidelines and can be ignored if the GM chooses, then players won't have the expectation that by hitting a certain + Perception mod all traps become auto-succeed.


Tormsskull wrote:
wraithstrike wrote:
This isn't a rules issue so that wont work. This is an issue of the GM negating resources.

The rule is in regards to challenge rating. Some individuals are saying that you can't increase the Perception DC because that would increase the CR, and players are only expected to face challenges within a particular CR range.

If you, like me, think CRs are simply guidelines and can be ignored if the GM chooses, then players won't have the expectation that by hitting a certain + Perception mod all traps become auto-succeed.

You are missing my point.

The point I was trying to make was not about any rules, but that if you are going to not want players to do X because you don't like as a GM it is better to let them know, than to try to do it "behind the scenes" and hope they don't notice because if they notice on their own it won't likely end as well as if you tell them up front.

It not about autosucceeding.

Using myself as an example if I have a +40 to perception at level 12, and a trap has a perception DC of 53 I will know that the GM artificially inflated the DC.

As a GM I have no problem with a GM changing things, but at the same time I would also know he did it to that extent just because I had a high modifier, I would have preferred he told me "don't waste too many of your resources trying to do ____ because I will just inflate the DC's".
He could also say "I would really like if you toned back on the perception checks/(insert other thing as needed)".

That way instead of putting a trait, 3 feats, and 35000 gp into X, I could have just toned back on X, and done something else.

Do you get what I am talking about now?


For what it's worth, I try to follow the advice in the Tome of Adventure Design (which is, in part, "Forget CR and just try to make interesting and memorable encounters"). XD


I want to apologize to The Sword because I, too, thought he meant that he wasn't going to include the player in the game and that got my choler up to bring the argument.


wraithstrike wrote:
The point I was trying to make was not about any rules, but that if you are going to not want players to do X because you don't like as a GM it is better to let them know, than to try to do it "behind the scenes" and hope they don't notice because if they notice on their own it won't likely end as well as if you tell them up front.

It's not about not wanting PCs to do something. It's about recognizing that no matter how good an individual PC is, somewhere there's someone better.


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CWheezy wrote:


Im imagining the dungeon boss hiring the greatest trap hider in the multiverse, then running out of money so he has to use some s#++ 1d2 dex poison from discount bobs poison utopia.

Are you here for the sale today? 50% off all Dex poisons for the next hour!

There's no better time to buy some second hand poison! But buy quick, because when it's gone, it's gone!

Discount Bobs, you can trust us!


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Tormsskull wrote:
wraithstrike wrote:
The point I was trying to make was not about any rules, but that if you are going to not want players to do X because you don't like as a GM it is better to let them know, than to try to do it "behind the scenes" and hope they don't notice because if they notice on their own it won't likely end as well as if you tell them up front.
It's not about not wanting PCs to do something. It's about recognizing that no matter how good an individual PC is, somewhere there's someone better.

That does not do anything for your player feeling like his resources have been wasted, which is why I was telling your before that rule argument was not a factor.

You can try to frame it as "someone is better" but the player will know that if he didn't have a +40 that the trap DC would not be a 53 at level 12.

And also there is not always someone better. There are people who are the best at things. At your table you may want to let the PC's know that someone is not them, but that type of thing could also be covered before the game starts.

"Guys it does not matter how good you are at ____ to some extent. Yes you will do better than if you spenn no resources but someone can counter you and he will likely be doing work for Team Evil".

This gets your point across, and it avoids the player find things out on his own.

I think being transparent solves more problems than it causes, and it can be done while still not giving the story(spoilers) away.


Tangent:

I've been running Frog God Games' "The Black Monastery" for one of my groups. This thing is very 1st-edition in terms of content. My players have excellent Perception and Disable Device. But... because the environment is so darned interesting and creative, they are very casual about optimizing their actions. As a result, they fiddle with things a smart adventurer never would. They let things happen because they want to know what interesting results will ensue.

There's nothing inherently interesting or worthwhile in Yet Another Pit Trap. But unique traps they WANT to fail against.

To that end, I'd also recommend Goodman Games' "Grimtooth's Compiled Traps" mega-book. I just got my Kickstarted copy a week ago. Amazing stuff.


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Tormsskull wrote:
wraithstrike wrote:
The point I was trying to make was not about any rules, but that if you are going to not want players to do X because you don't like as a GM it is better to let them know, than to try to do it "behind the scenes" and hope they don't notice because if they notice on their own it won't likely end as well as if you tell them up front.
It's not about not wanting PCs to do something. It's about recognizing that no matter how good an individual PC is, somewhere there's someone better.

So this trap maker who is the best ever is an actual NPC they can murder, right? And when they do, the traps become easier again, correct? And, it should go without saying, the NPC is someone you actually built as a character, within the rules, rather than arbitrarily raising the DCs?

Because if the answer to any of those three things is "No", this fails as justification more than it already does (largely because telling someone "You will never be the best at anything, an NPC will always better you" defeats the entire purpose of leveling).


Sundakan wrote:
Tormsskull wrote:
wraithstrike wrote:
The point I was trying to make was not about any rules, but that if you are going to not want players to do X because you don't like as a GM it is better to let them know, than to try to do it "behind the scenes" and hope they don't notice because if they notice on their own it won't likely end as well as if you tell them up front.
It's not about not wanting PCs to do something. It's about recognizing that no matter how good an individual PC is, somewhere there's someone better.

So this trap maker who is the best ever is an actual NPC they can murder, right? And when they do, the traps become easier again, correct? And, it should go without saying, the NPC is someone you actually built as a character, within the rules, rather than arbitrarily raising the DCs?

Because if the answer to any of those three things is "No", this fails as justification more than it already does (largely because telling someone "You will never be the best at anything, an NPC will always better you" defeats the entire purpose of leveling).

I was thinking that but I was 99% sure he didn't really exist, but you were fair enough to ask. I should have done the same.

Of course that would have let into "why haven't the PC's killed him yet".

I am guessing it will be because he can't be found or he is a much bigger badass than the BBEG so the players/PC's know not to mess with him.


wraithstrike wrote:
That does not do anything for your player feeling like his resources have been wasted, which is why I was telling your before that rule argument was not a factor.

I think it does. Assume a player expects, based on having run mathematical calculations regarding CR, that a +20 Perception check should equal auto-succeed in any traps he encounters. Then my telling that player that I don't feel required to follow CRs as a GM informs them that there is no level they can achieve to ensure auto success.

wraithstrike wrote:
And also there is not always someone better. There are people who are the best at things. At your table you may want to let the PC's know that someone is not them, but that type of thing could also be covered before the game starts.

This is saying what I said in different words. Of course there is a best somewhere, but it is never a PC. And yes, I specifically mention this in all games I've run. I find it helps to attract the kind of players that will enjoy my GM style.

wraithstrike wrote:
I think being transparent solves more problems than it causes, and it can be done while still not giving the story(spoilers) away.

Yes, I'm all for transparency. I find that often times when transparency is lacking, it is because someone never imagined that someone else could view a rule or idea in the way they do.


Sundakan wrote:
(largely because telling someone "You will never be the best at anything, an NPC will always better you" defeats the entire purpose of leveling).

I disagree completely. If your goal as a player is for your character to become the best x in the entire multiverse, then you'll want to find a GM that likes playing in God-level games. Not my cup of tea.


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Tormsskull wrote:
wraithstrike wrote:
That does not do anything for your player feeling like his resources have been wasted, which is why I was telling your before that rule argument was not a factor.
I think it does. Assume a player expects, based on having run mathematical calculations regarding CR, that a +20 Perception check should equal auto-succeed in any traps he encounters. Then my telling that player that I don't feel required to follow CRs as a GM informs them that there is no level they can achieve to ensure auto success.

No, because you don't tell them WHEN upping the skill is pointless. If CR dc's mean nothing then what perception is so good you're not going to get any better since the GM will start upping the DC's. Because unless you tell him when he resources will start to be wasted he can feel they are wasted because in the end they wont be doing anything for him.

Example, having a +40 disable when he'd have the same effect as a +30 disable, those last 10 are wasted. But unless you let him know that +30 is the limit of success you're letting him waste resources.


Chess Pwn wrote:

No, because you don't tell them WHEN upping the skill is pointless. If CR dc's mean nothing then what perception is so good you're not going to get any better since the GM will start upping the DC's. Because unless you tell him when he resources will start to be wasted he can feel they are wasted because in the end they wont be doing anything for him.

Example, having a +40 disable when he'd have the same effect as a +30 disable, those last 10 are wasted. But unless you let him know that +30 is the limit of success you're letting him waste resources.

Two points. 1st: upping a skill is never pointless, as there's always someone better.

2nd: The requirement to tell a player when they've reached the critical optimization level for their character comes from the mindset of needing to have every character resource optimally spent or else a character isn't as powerful as he could otherwise be.

I'm not interested in gaming with people of that mindset, and I attempt to make that clear with my recruitment post. I seem to have been fairly successful with that strategy thus far.


wraithstrike wrote:


You are missing my point.

The point I was trying to make was not about any rules, but that if you are going to not want players to do X because you don't like as a GM it is better to let them know, than to try to do it "behind the scenes" and hope they don't notice because if they notice on their own it won't likely end as well as if you tell them up front.

It not about autosucceeding.

Using myself as an example if I have a +40 to perception at level 12, and a trap has a perception DC of 53 I will know that the GM artificially inflated the DC.

As a GM I have no problem with a GM changing things, but at the same time I would also know he did it to that extent just because I had a high modifier, I would have preferred he told me "don't waste too many of your resources trying to do ____ because I will just inflate the DC's".
He could also say "I would really like if you toned back on the perception checks/(insert other thing as needed)".

That way instead of putting a trait, 3 feats, and 35000 gp into X, I could have just toned back on X, and done something else.

Do you get what I am talking about now?

This sounds reasonable to me. A frank conversation or steer may be all that is required to take improved iron will instead or buy that Ioun stone they were thinking about getting. Info agree that auto setting DCs to five higher than the characters skill doesn't really solve the problem. If that character goes down the rest of the party is then screwed as discussed earlier.


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Tormsskull wrote:
Chess Pwn wrote:

No, because you don't tell them WHEN upping the skill is pointless. If CR dc's mean nothing then what perception is so good you're not going to get any better since the GM will start upping the DC's. Because unless you tell him when he resources will start to be wasted he can feel they are wasted because in the end they wont be doing anything for him.

Example, having a +40 disable when he'd have the same effect as a +30 disable, those last 10 are wasted. But unless you let him know that +30 is the limit of success you're letting him waste resources.

Two points. 1st: upping a skill is never pointless, as there's always someone better.

But if there's always someone better, and as the implication has been, that "better" rises every time YOU get better at something, an never otherwise...raising a skill IS entirely pointless.

DC 30 with a skill of 20 and a DC 40 with a skill of 30 and so on are exactly the same thing.

And really, this justification doesn't even apply to all skills.

"Sorry, your 40 Acrobatics can't hit the DC to jump 10 feet any more, there's someone better".


Sundakan wrote:
But if there's always someone better, and as the implication has been, that "better" rises every time YOU get better at something, an never otherwise...raising a skill IS entirely pointless.

Better rises at the speed of plot. I.e., if the characters learn of a secret tomb created by the gods, the traps in the tomb are going to be incredibly difficult to spot/disable. The exact DC is not going to be shared with the players.


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Pathfinder Rulebook Subscriber
Tormsskull wrote:
Sundakan wrote:
(largely because telling someone "You will never be the best at anything, an NPC will always better you" defeats the entire purpose of leveling).
I disagree completely. If your goal as a player is for your character to become the best x in the entire multiverse, then you'll want to find a GM that likes playing in God-level games. Not my cup of tea.

It appears in your games a PC being "average" at everything is just as effective as a PC being "really good" at something. Sounds like there isn't much incentive for a character to excel at anything.


Toblakai wrote:
It appears in your games a PC being "average" at everything is just as effective as a PC being "really good" at something. Sounds like there isn't much incentive for a character to excel at anything.

There's a bit of a range between average and best in the multiverse.


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I think a good question would be: How do I challenge a player with an insanely high [insert name of skill]?

The game does ramp up challenges as you progress. AC gets higher; accuracy gets better; damage gets higher. So, in a way, the system itself "negates" player's improving because it is trying to continue to provide a challenge. You get more bonuses "to hit", so I'll have higher AC on enemies. You have more HP, so I'll do more damage. Etc., etc.

It's not unreasonable to up the DC occasionally. But even if you do, you're not doing something the system doesn't already do in other areas all the time.


I don't see traps as free XP. It's no different than a Fighter taking out a mook with out scratch, free XP there too. Or better yet a wizard taking out 50 mooks with single spell, sure it used a resource but it's 50 mooks.

Silver Crusade

Otherwhere wrote:

I think a good question would be: How do I challenge a player with an insanely high [insert name of skill]?

The game does ramp up challenges as you progress. AC gets higher; accuracy gets better; damage gets higher. So, in a way, the system itself "negates" player's improving because it is trying to continue to provide a challenge. You get more bonuses "to hit", so I'll have higher AC on enemies. You have more HP, so I'll do more damage. Etc., etc.

It's not unreasonable to up the DC occasionally. But even if you do, you're not doing something the system doesn't already do in other areas all the time.

Except for traps. By the normal rules, sample traps hit DC 34 as early as CR 10 but never go higher.

The trap creation rules are pretty wonky. It's like they were written without taking the scaling of perception and disable device into account. What's really wierd is that it has stayed basically unchanged since 3.0.

But traps are best integrated into other encounters anyway. "I roll perception/I see at trap/I roll to disable the trap/I disable the trap" is not really interesting regardless of whether there is a 5%, 0%, 25%, or 50% chance of failure.


It's almost as if some people are saying they WOULDN'T want to game the "SAW," movies.


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Terquem wrote:
It's almost as if some people are saying they WOULDN'T want to game the "SAW," movies.

I believe yes, that's whats most of us are saying.

It's not fun to play that game, just as the movies weren't enjoyable to watch (after the first 1).


Sundakan wrote:
Tormsskull wrote:
wraithstrike wrote:
The point I was trying to make was not about any rules, but that if you are going to not want players to do X because you don't like as a GM it is better to let them know, than to try to do it "behind the scenes" and hope they don't notice because if they notice on their own it won't likely end as well as if you tell them up front.
It's not about not wanting PCs to do something. It's about recognizing that no matter how good an individual PC is, somewhere there's someone better.

So this trap maker who is the best ever is an actual NPC they can murder, right? And when they do, the traps become easier again, correct? And, it should go without saying, the NPC is someone you actually built as a character, within the rules, rather than arbitrarily raising the DCs?

Because if the answer to any of those three things is "No", this fails as justification more than it already does (largely because telling someone "You will never be the best at anything, an NPC will always better you" defeats the entire purpose of leveling).

it was a group of about 10 gods from ages ago who made the trap (and the prison)

their thought process was "We can easily find this trap. A mortal who gets really good at finding traps will easily find this trap. so either we nix this trap or try to make this trap invisible to us even."


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Wait, are we talking about Rovagug's prison now?

"I roll Disable Device on the Pit of Gormuz."

Liberty's Edge

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Tormsskull wrote:
Two points. 1st: upping a skill is never pointless, as there's always someone better.

Okay...the relevant questions here are:

How likely am I to meet such a person?

Does that likelihood change as my skill increases?

Because, while someone might always be better, you'd expect the number of such people to get smaller and smaller the better you got, and thus your likelihood of running into them randomly getting smaller and smaller. If that's not the case there may be a fairness and/or realism problem here.

Tormsskull wrote:
2nd: The requirement to tell a player when they've reached the critical optimization level for their character comes from the mindset of needing to have every character resource optimally spent or else a character isn't as powerful as he could otherwise be.

That doesn't follow at all. That's one reason someone could feel that way, but not the only one.

It could just as easily be as simple as

"I bought Skill Focus to succeed more often. That isn't happening, since you just upped all the DCs. Why did I buy this Feat in that case?"

It's not about optimization as much as it is wanting your choices to have some sort of relevance.

Tormsskull wrote:
I'm not interested in gaming with people of that mindset, and I attempt to make that clear with my recruitment post. I seem to have been fairly successful with that strategy thus far.

The problem is that those aren't the only sort of people effected negatively by arbitrary DC increases.


"Good God, Man, where were you when Admiral Ackbar needed you!"


Terquem wrote:
It's almost as if some people are saying they WOULDN'T want to game the "SAW," movies.

I certainly wouldn't.

Perhaps a subversion, where someone captures us through some underhanded means and then is astounded when our characters who AREN'T level 1 Commoners bypass all of his traps without the proper "sacrifice", or as something we swoop in to save previously mentioned Commoner 1s from, but that sounds like a pretty unsatisfying RPG experience at a base level.

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