
Brian Turner 355 |
Thanks for the help i just have afew questions:
1. If a creature can fly but the room description doesnt give one should i assume its the same height given for the first room in the dungeon.
2. How easy do you make trap finding? If there is a trap and theres a rogue in the group do i just ask him/her for one or leave it to them to ask and spring it on them if they dont. And do i handle with kid gloves if there is no rogue available for trapfinding?
Thanks for the help again.

Mark Carlson 255 |
Brian,
Good Questions all.
1) If a creature can fly you the GM have to make the call on if there is enough room for the creature to lift off, fly and land. Or if they would have difficulty in doing so.
The room description often does not list height (at least most adventures I am familiar with do not) so I often base the room height on the situation. ie tunnels used by giant's have to be larger than tunnels used by gnomes which are larger than tunnels used by 1' 1/2" flying faeries.
2) Trap Finding:
It is easy you walk over it and it goes off.
Now to the serious point, I make the players tell me that they are looking for traps and or at times require super hard perception checks to see them. Otherwise if they do not see them they roll to trigger them.
Does that help?
MDC

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1. I'd assume a height based on other nearby rooms unless it's a throne room or something, yeah.
2. They need to say they're looking for traps (or at least examining the area carefully). You should make this clear to them. There's actually a Rogue Talent ('Trap Spotter') that lets you auto-roll to detect them even without actively looking, so that's not an ability you should give out for free...and the players should thus be aware they need to be actively on the lookout to spot traps.

JohnHawkins |

Trap spotting just to say the opposite.
What you need to avoid is players spotting traps every 5 feet and rolling perception it slows the game down and breaks immersion. When players are exploring something dangerous like a dungeon unless they indicate otherwise I presume them to be moving cautiously and looking for traps and would give them a roll to find them. If they are running or otherwise hurrying, distracted or think they are safe then I would only let them roll to find traps if they specifically indicate they are looking.

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Trap spotting just to say the opposite.
No it doesn't.
What you need to avoid is players spotting traps every 5 feet and rolling perception it slows the game down and breaks immersion. When players are exploring something dangerous like a dungeon unless they indicate otherwise I presume them to be moving cautiously and looking for traps and would give them a roll to find them. If they are running or otherwise hurrying, distracted or think they are safe then I would only let them roll to find traps if they specifically indicate they are looking.
Well, what I said was
"They need to say they're looking for traps (or at least examining the area carefully)."
I wasn't suggesting having to roll every five feet, in fact I'd probably only have people roll when there was a trap (as long as they don't metagame)...but they do need to note that they're looking in order to get a chance to find a trap at all.

Dastis |

1. Yeah pretty much. The openning room of the dungeon often sets things that are common throughout like wall and floor composition, door appearance, enemy types, etc. Most of the time you want to keep everything as standard as possible to room 1. The major exceptions being when it might enhance the encounter or to let the players know something significant is about to happen
2. By RAW yes it does require you to look for traps. Most of the time with things like corridor traps this just leads to frustration or the game slowing down dramatically as the players roll for every 5ft square and object encountered. There is a rouge talent that lets you auto search but no one ever takes it. As such this is an excellent place for houserules IE what JohnHawkins said

Snowlilly |

Trap spotting just to say the opposite.
What you need to avoid is players spotting traps every 5 feet and rolling perception it slows the game down and breaks immersion. When players are exploring something dangerous like a dungeon unless they indicate otherwise I presume them to be moving cautiously and looking for traps and would give them a roll to find them. If they are running or otherwise hurrying, distracted or think they are safe then I would only let them roll to find traps if they specifically indicate they are looking.
There is no every 5' requirement. That was a 3.5 rule. it does require a move action.
For moving through dungeons, I usually allow the players to move at half speed while searching for traps. They still have to tell me they are doing so, and things like doors and chests have to be explicitly declared.
Forcing too many die rolls is just going to drag the game down. Telling the players when they need to roll is akin to announcing the traps, the players know something is there even if they fail the roll.

Brian Turner 355 |
Thanks guys that helps alot. But i have another question on being stealthy. On my last game of ROTRL. the rogue had a good stealth check for going down a corridor but he wanted to use the same stealth checks for doors. Now personally i think it needs a separate one since youknow hinges squeek, doors are stuck etc. But he started to wine so i let it pass for now. Im just curious what the general concensus is about having separate stealth checks for opening doors etc. Oh this was for an unlocked door. thanks for all the help.

Chess Pwn |

Have them say they are looking for traps as they go and then you make some hidden rolls for them for their perception to find the traps as they go. Make the first roll right when they say they start searching and then use that until they find/trigger a trap. And repeat if they keep looking for traps.
For stealth I have each "event" be a stealth. So stealth to travel from A to B across a large field is one check. Needing to open a door between A and B? It's a separate check. But be sure to be clear about this or whatever you want to do at the beginning of the next session and that way there's no hurt feelings.