Automatic Reset Magical Traps


Rules Questions

Dark Archive

The party comes across a magical trap with an automatic reset. The rogue is able to successfully use his Disable Device skill to a disable magical trap. How long is the magical trap disabled for? Permanently or only until the automatic reset time has passed? Where in the rules is this referenced? Thanks.


A trap with an automatic reset does so after it is triggered. Disabling a trap doesn't trigger it, so it will not reset.

Dark Archive

I have the same question, but the answer does not finish convincing me.

"A reset element is the set of conditions under which a trap becomes ready to trigger again." It is not necessary that it is triggered.

Disable Device only nullify the mechanism that activates the trap, which is what you see with the perception check, you don't see the trap itself. Beating this check by 5 or more also gives some indication of what the trap is designed to do, but isn't the question.

You can manually reset a disable trap, then, a trap with an automatic reset should "reset" under the automatic reset condition. For general, this type trap they are usually magic.

It is a rather difficult question, from my point of view, I would say yes.
For experience points, they can be given for overcoming the trap, that is, if the trap has not met its objective, without having to be disabled or trigger.

Is only my viewpoint.

If someone is wondering: then why is there a Disable Device DC? is a very good question, I consider the trap disable until its reset and to be able to overcome the trap without risk to activate it.


It's not resetting a trap after it's been disabled tho. It is removing whatever prevents the trigger from working. If it's a pressure plate, it's removing the stopper you put under the plate; if it's a magical sensor, its removing the mirror/gunk in front of the sensor that stops it's sensing from working.

Dark Archive

I think i have flu, that´s why i have been slow to answer. Sorry.

I undestand this point, And if I'm honest, I've always done it that way.
But, on the last AP i run, there were things that didn't fit me.
there were scenes, where you enter a dungeon behind another party. The first party had already triggerd the traps, some died, the second group of traps were disable, but,the third group, the automatic reset trap still work. Why? if the first party disable traps, why change now? and no only in a one AP, It happens in all I've read so far as GM.

That is why I think that automatic reset trap are reset when their reset time has elapsed. but I also think you are right, but there must be some kind of reason for these scenes and that these types of traps are the most difficult to overcome and not in relation to their DC check.

A question, It may sound strange to you, but notice that I am not a native English speaker.
What is the difference between Disable and Triggered,
maybe can a weird question, but, the automatic reset trap can have condition that disarm temporaly the trap and reset again. Yet another reason that makes me suspect that even when disabled, the trap reset itself.

Liberty's Edge

I think there is not a general reply.

Disabling a Symbol can mean covering it so that it can be seen until the cover is removed, or using a smokescreen so that it can't be seen for a few round, or damaging it so that it will not work until repaired.
Disabling a moving wall triggered by a pressure plate that is reset by a hydraulic wheel on a hidden channel can mean jamming the pressure plate and leaving it jammed, or explain to your friends where they will have to step to avoid it, or breaking the wall mechanism, or breaking the hydraulic wheel after harmless triggering the wall.

Some way to disable a trap will make it unable to reset, others will not. Probably the best way is to ask the guy disabling them if he wants to break the trap or if he wants to bypass it, disabling it temporarily.

Dark Archive

I agree, but there has to be a rule (more or less general) and then go case by case. I've seen traps with two Disable Device DCs, but I don't remember the type of trap, I only remember that one of the DCs was to permanently disable the trap. It's complicated, yes, the truth is, yes. And there is another trap, with automatic reset, which implies that the room moves by making a ramp and emulating the scene of the giant rock from Indiana Jones, the activator is any of the four holes of different size that are triggered when you place the rock of 100 pounds over. How do you disable that, if you don't have physical access? But it still has its Perception Check and its Disable Device Check.
Complicated yes.

For the moment, I am in favor of the automatic reset traps being disabled until the next reset.
It is the only more or less coherent explanation seeing some AP.


The second disable device DC is usually a locking mechanism on some sort of override switch. You're literally picking a lock, not disabling the trap in this case, but the end result is you now have access to a "button" that then completely turns off the trap as described in the override description.


Disabling a trap prevents it from being activated. It has no need to do anything about an automatic reset, because the reset does not matter if it cannot activate.

Until something undoes the disable, it cannot activate.

Another, perhaps easier task, is to cause the trap to spring without effect. Perhaps by sending a SM1 critter. Then, while the trap resets, the party goes past it.

/cevah

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