
lostpike |

I was just rereading some items as I am DMing a home game in the first time in a long time. I was wondering how long does it take to disable a trap? Usually from playing PFS they always treated it as a standard action however rereading the disable device description is swaying my opinion.
I attached a sample trap description to help us with the discussion. Note it doesn't give a time frame.
Type magic; Perception DC 27; Disable Device DC 27
Effects
Trigger proximity (alarm); Reset none
Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds)
Reading the description of disable device it says:
Simple Device: Disabling a simple device takes 1 round and is a full-round action.
Complex/Intricate Device: An intricate or complex device requires 1d4 or 2d4 rounds. Attempting to open a lock is a full-round action.
But does not give any guidelines for magical traps.

Daw |

It is also perfectly legit for a GM or designer to decide that particular devices can take longer to foil, commonly by making the device require multiple stages to deactivate, each requiring a separate action. Ages ago, I was in a convention thieves tournament that had the final trap require 3 thieves working simultaneously.

Snowlilly |

BretI wrote:Well it certainly can matter, It may not be a massive hit even on Min/level buffs, but a lot can happen in 10 rounds.I would consider a magical trap to be a complex device, and use those times.
In most cases, it doesn't matter since it is still less than a minute.
A certain lock in the Shattered Star campaign .....