How do Perception and Traps exactly work?


Rules Questions


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Hi :)
Imagine a room full of hidden traps. Say, there are 20 squares. 5 of them are floor plates with a hidden trap mechanism (stepping on them activates the traps). I know that a character can use perception to detect the traps. To do that they have to roll perception and beat the preset DC (maybe 25). But what I don't know is: How does that work within fight rounds? In a fight it takes a standard action to roll on perception to check for traps (right?). How many squares does that roll cover? Only a single square? Or each square within sight? Or something else?
I hope you can help me. Thank you!


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Perception wrote:


Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.

It is a move action to use an active perception check. This does not change if you are in combat.

In combat should certainly add a modifier to the DC for being distracted, and there are also modifiers for distance:

Percpetion Modifiers Table wrote:


Creature making the check is distracted: +5
Distance to the source, object, or creature: +1/10 feet

I had thought unchained rules for perception had specified a 10'x10' area for an active search/perception check, but I'm not having any luck finding that on AoN at the moment.

Liberty's Edge

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bbangerter wrote:


I had thought unchained rules for perception had specified a 10'x10' area for an active search/perception check, but I'm not having any luck finding that on AoN at the moment.

It is in Ultimate Intrigue:

Quote:
The Core Rulebook doesn’t specify what area a PC can actively search, but for a given Perception check it should be no larger than a 10-foot-by-10-foot area, and often a smaller space if that area is cluttered. For instance, in an intrigue-based game, it is fairly common to look through a filing cabinet full of files. Though the cabinet itself might fill only a 5-foot-by-5-foot area, the number of files present could cause a search to take a particularly long time.


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Thank you, guys!

Dark Archive

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To clarify for myself, a character standing at the doorway of a 20 ft x 20 ft room would take 2 or 4 Perception checks to scan the room for traps?

The +1 DC on the Perception check(s) looking at the farther half of the room.

How much time is used if the character then Takes 20 on the room? Is that even possible if there are any traps in the room or are they automatically triggered?


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ckdragons wrote:

To clarify for myself, a character standing at the doorway of a 20 ft x 20 ft room would take 2 or 4 Perception checks to scan the room for traps?

The +1 DC on the Perception check(s) looking at the farther half of the room.

How much time is used if the character then Takes 20 on the room? Is that even possible if there are any traps in the room or are they automatically triggered?

Its one of those things that can cause table problems.

In a perfect world, the GM would offer a description of a room and in the description, attention would be drawn to particular things. "A gently waving curtain" or "a large ornate rug covering the floor." The player might then declare their action to inspect said feature and perceptions are rolled and maybe a trap is found.

What usually happens is that the description is offered, the Player is only half paying attention and they say, "I search for traps." Expecting one roll and one resolution to locate perhaps all the traps in the room.

Some might go as far to say "I search the room" expecting to find traps, secret doors, and hidden treasure.

A lot will depend on the GM's style established at the start of a campaign because if a GM who normally is free with information suddenly seeks to clarify, "Where are you looking?" This lets the players know that location is suddenly important and all of a sudden, they've been doing all this searching from the doorway, and everyone else is twenty feet away from the active player.

GMs adopt certain behaviors for reasons of personal style, preference, and ease of play. It can be difficult to maintain the deeply immersive style of play when the dungeon has 43 rooms in it.

So, expect table variation.


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Taking 20 will trigger the traps, so that's out. Take 10 however is possible if the PC(s) are not under duress. I didn't know about the Ultimate Intrigue rule, but a single Move action apparently lets you search a 10'x10' space, so a 20'x20' would require 4 Move equivalent actions, or 2 rounds; 12 seconds. Note that folks with the Trapfinding ability can perceive traps within 10' w/out actively searching for them.


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for streamlining of play, a single "I search for traps in the room" with a single roll is usually enough. Traps are generally far and few between, and are usually more of a nuisance than a problem. To prevent the game from getting bogged down by players searching every 10'x10' space, allowing a single search per room/large area should suffice (adding specific searches for doors and chests, not withstanding).


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bbangerter wrote:
Percpetion Modifiers Table wrote:

Creature making the check is distracted: +5

Distance to the source, object, or creature: +1/10 feet

That's true, but keep in mind it's almost unusual for GMs to actually account for those modifiers to perception. At least, that's been my experience.

Some rules just get ignored more than others.

Quote:
Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

It's good to know how things are supposed to work, but don't be shocked if it doesn't work that way at your own table. It's up to you how much you want to complain about that. Personally, it doesn't bother me much as long as the GM is consistent about it.


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I house rule a Spot DC and a Search DC and use hidden rolls (Excel script) for Spot rather than a passive take 10.

As an example, there's a gold ring in the cobwebs on a staircase. I have given it a Spot DC of 30 and a Search DC of 5. If the party walk down the stairs, I roll once for each party member as they pass the ring (actually click once on the script button, which does the whole party). If a party member chooses to search the stairs then they will almost certainly find the ring.

If I had allowed a passive take 10 then the Spot check will be an auto-succeed or auto-fail and because I know the composition of the party will be something that I know ahead of time. If I know what will happen, I might as well read the players a story rather than play a TTRPG.


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TxSam88 wrote:
for streamlining of play, a single "I search for traps in the room" with a single roll is usually enough. Traps are generally far and few between, and are usually more of a nuisance than a problem. To prevent the game from getting bogged down by players searching every 10'x10' space, allowing a single search per room/large area should suffice (adding specific searches for doors and chests, not withstanding).

Emphasis mine. They're a nuisance... unless the Trigger is Visual Proximity or Sound. These triggers are areas of effect, sometimes fully at Line of Sight from the trap itself. If the trap can detect you before you detect it, or you are forced by circumstance to pass THROUGH the trigger area before you can reach the trap to disable it, you are guaranteed to suffer the consequence of the trap regardless of your Perception check.

Liberty's Edge

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Mark Hoover 330 wrote:
Taking 20 will trigger the traps, so that's out. Take 10 however is possible if the PC(s) are not under duress. I didn't know about the Ultimate Intrigue rule, but a single Move action apparently lets you search a 10'x10' space, so a 20'x20' would require 4 Move equivalent actions, or 2 rounds; 12 seconds. Note that folks with the Trapfinding ability can perceive traps within 10' w/out actively searching for them.

Taking 20 to detect the traps will not trigger them unless the trap is triggered by seeing it and you are within its range of effect.

Takin 20 to disam the traps will trigger them if rolling 1+your disable device bonus is insufficient to disarm it. A 1 on the dice isn't an automatic failure for skills.

The problem with taking 20 to search for traps is that it requires 20 perception checks for each 10'x10' square (or even a smaller area for cluttered spaces). That is 1 minute for every 10'x10' area.


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Sure about that Diego? The RAW states that on a successful Perception check, you detect the trigger before the trap goes off. If Taking 20 involves failures before success, wouldn't that mean that you failed to detect the trigger, before the trap went off, and therefore the trap went off?

Liberty's Edge

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Mark Hoover 330 wrote:
Sure about that Diego? The RAW states that on a successful Perception check, you detect the trigger before the trap goes off. If Taking 20 involves failures before success, wouldn't that mean that you failed to detect the trigger, before the trap went off, and therefore the trap went off?

ckdragons post was about standing in the doorway and taking 20 to look for traps in the room ahead.

I am at a T intersection of a corridor, coming from the bottom of the T.
I look from trap left and right while standing at the center of the intersection and fail to see the pit trap 10' to the left of my position.
I take the right corridor.
Why I should fall into the trap in the left corridor simply because I looked at it?

If someone takes 20 to search an area for traps I don't read that as "I walk into the area and start jumping and yelling." Doing that will detect the traps, by activating them, but I wouldn't call that searching.

One of the sayings of my gaming group is: "Anyone can detect traps ..." with the implicit "by triggering them."


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There is no reason you cannot search an area for traps without being next to or in the area of the trap. The DC to make the check will increase by +1 for every 10 feet you are from where you are searching. So if you are standing in the doorway of and want to search for traps without going in you get a normal perception roll for squares within 10 feet. The DC to spot the trap increases by 1 for every 10 feet. Depending on what is in the room the GM may decide that the conditions are unfavorable or even terrible and increase the DC to spot the trap. As long as the character is not in combat and has time, they could spend 2 move actions per turn to search 2 10-foot cubes.

If the character has the rogue talent trap spotter, they get a check when they get within 10 feet of the trap without having to spend a move action. Realistically that or the spell detect traps are about the only reasonable way to detect traps in combat. Otherwise, you would have to take a move action to search the 10 feet you are in. After that you could take a 5 foot step and get single attack. If you want to move further than 5 feet you would have to forgo your attacks to take another move action.


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Mark Hoover 330 wrote:
TxSam88 wrote:
for streamlining of play, a single "I search for traps in the room" with a single roll is usually enough. Traps are generally far and few between, and are usually more of a nuisance than a problem. To prevent the game from getting bogged down by players searching every 10'x10' space, allowing a single search per room/large area should suffice (adding specific searches for doors and chests, not withstanding).
Emphasis mine. They're a nuisance... unless the Trigger is Visual Proximity or Sound. These triggers are areas of effect, sometimes fully at Line of Sight from the trap itself. If the trap can detect you before you detect it, or you are forced by circumstance to pass THROUGH the trigger area before you can reach the trap to disable it, you are guaranteed to suffer the consequence of the trap regardless of your Perception check.

and I vehemently disagree with having a trap that cannot be perceived and disabled without having to set it off. A rogue with trap sense should be able to tell that a trap exists BEFORE entering the trigger area, and should have the means of disabling it.


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Welcome to Symbol traps, which are granted much higher level than this one is meant to be encountered in. Even symbol spells can be avoided if you don't directly look at them (use a mirror or close your eyes and use detect magic), but getting caught by a trap that requires you to be cautious, even extremely so, is perfectly fair; in fact it's just as fair as someone getting caught by a simple trap that shoots you when you open the chest containing it because they didn't call for a perception to open it and didn't say they were opening it slowly, for the GM to offer them one anyway.


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You can see why some parties prefer to just run a meat shield in front of them rather than trying to detect and bypass the traps.


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Barbarians aren't trained in disable traps, but they are trained in activate traps.


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I will typically not give the PC's a Perception check to notice Traps unless they actually tell me "I'm looking for traps as we go through this hallway" or "I check this door for a booby trap" or something along those lines. If they take Trap Spotter then I'll give them the Perception roll even if they haven't told me they're searching for traps, because that's the whole point of taking it. As far as searching an area for non-traps, I don't go by the 10x10 rule simply for brevity reasons, I usually just have everyone make a perception roll and that searches the entire room, whoever defeats the DC finds the stuff.

The point of any trap is to be so hidden that any would-be trespassers get injured, maimed, killed, or otherwise jacked up even if you were specifically looking for traps, so if you don't tell me that you're specifically looking for these things, you're not even going to get a check and the trap is going to go off.

If I put traps out, I'm trying to kill you :) I'm not going to pull punches or hand out freebies :)

Liberty's Edge

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Ryze Kuja wrote:
As far as searching an area for non-traps, I don't go by the 10x10 rule simply for brevity reasons, I usually just have everyone make a perception roll and that searches the entire room, whoever defeats the DC finds the stuff.

I generally will go for the single roll but will consider how many 10'x10x10' cubes are in the room when calculating the time spent checking it.


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If no combat is happening and you allow Perception checks from a distance to check for traps, the OP states that 5 out of 20 squares in a room have "floor plates" that activate the traps in said room so... what would a PC learn? The OP says the base DC is 25; every 10' from the TRAP... not the "floor plate" but the trap... would impose a -1 to the Perception check.

The PC is standing outside the room; conservatively let's say that they have 10' to the first 2 traps, 20' to the next 2, and 30' to the last. Ok, well, the PC rolls a 26 on their Perception check. By RAW, all this does is identify the closest two "floor plates" that activate the traps.

The OP doesn't say what the traps do. Could be that the square under the floor plate erupts in flames; maybe the plate triggers a javelin shot from 10' away. Who knows? Bottom line, the PC outside the room has successfully ID'd 2 of the five Triggers in this room.

WHAT, pray tell, is the PC attempting to disable if they try a Disable Device check? By RAW they have NO INDICATION what the trap does, they only know about those suspicious floor plates. If the plate is actually a mine, then the mechanism is directly attached to the explosive; the trigger is ON the trap so they're disabling the trap. If the floor plate though is connected by wires and pulleys to a javelin shooter embedded in the walls nearby, are they disabling the shooting mechanisms they know NOTHING about, or the floor plates?

Now translate that to if they were magic traps or at least magical triggers instead. Perhaps there's a Proximity trigger, trained on each of the squares with the floor plates. Anyone that doesn't know to avoid the plate gets nailed with a lightning bolt spell from 20' in the air directly above said plate. This would make the base DC a 28 to detect the trap, modified by distance. So... is it modified by 10', which is the distance to the first floor plate/proximity trigger, or by 30' which is the distance to the trap?

For that matter, what would the PC be disabling if they had the class ability to disable magic traps? Would it be the trigger, or the trap 20' overhead? Let's say you impose the max penalty, -3, but the PC rolls a 31 on their Perception check from outside the room; all they know by RAW is that there's a Proximity trigger of some kind on those particular floor plates. They have no idea what they're connected to or what the trap might do and so on, so if the PC has to disable the TRAP, not the trigger, it would be impossible with the info they've received.

My own interpretation of RAW has always been that the Perception check detects the trigger before it sets the trap off. If a Disable Device is attempted, the PC attempts to disable the trigger, not the trap. If something prevents the PC from reaching the trigger as well as the trap, that to me feels like bad trap design; you're creating a trap the PCs might be able to DETECT, but if they don't expend additional resources they have no means of actually removing it.

Being creative and outsmarting trap design should, IMO, be the exception, not the rule.

Lastly, my interpretation of the RAW on Perception of "searching for fine details in the environment" was always that the PCs are just searching for whatever they find, not just traps. In this manner, if players tell me they're searching for traps but there's a secret door in the area and they hit the DC, I'll tell them something about it. Likewise, they might also spot subtle clues, hear the sound of a creature burrowing under them, detect the sounds of battle in the distance etc while "searching for traps."

Oh, and one caveat, again based on the RAW of detecting fine details in the environment: Perception checks used in this manner, in my games, involve all FIVE senses. You're tapping and listening for hollows or echoes; you're smelling for gas or oil smells; you're running your fingers over surfaces, looking for seams and so on. The use of these senses then can affect any consequence of failing a Perception check in your immediate area.


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Diego Rossi wrote:
Ryze Kuja wrote:
As far as searching an area for non-traps, I don't go by the 10x10 rule simply for brevity reasons, I usually just have everyone make a perception roll and that searches the entire room, whoever defeats the DC finds the stuff.

I generally will go for the single roll but will consider how many 10'x10x10' cubes are in the room when calculating the time spent checking it.

Yeah if they're searching a 50x50 or 100x100 room, that would be 3-5 players making a thousand Perc checks to fully search it if you go by the proper rules, especially if there's an upstairs or a mezzanine in this room. So I would just do it with 1 Perc check from everyone, or maybe roll 5 Perc checks and take the highest 3 (or w/e), and you spend ~3-5 minutes. If they're in a library or some room that has a lot of items to rifle through, I might just have them take 10 or take 20 and say "even though you took 20, you guys spend ~30 minutes looking through all this stuff, and there were 5 things that caught your eye" or something.


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Summon natures ally I, summon Mites to open things and Ponies to walk on things. Cheap trap detection.

Liberty's Edge

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WagnerSika wrote:
Summon natures ally I, summon Mites to open things and Ponies to walk on things. Cheap trap detection.
Quote:

Clockwork prowler

Source Pathfinder Society Field Guide pg. 48
Price 500 gp; Weight 25 lbs.
Category Alchemical Tools
Description
This 2-foot-tall wooden clockwork automaton is shaped roughly like a short-backed, wheeled chair. When wound up with the folding handle at its side, the clockwork prowler trundles forward at a speed of 15 feet per round for up to 2 minutes. A clockwork prowler cannot move through difficult terrain. Each round of vigorous winding powers 2 rounds of movement. If its brake is not released immediately after winding, the prowler loses 1 round of movement for every 2 rounds it sits idle. The clockwork prowler can carry up to 20 pounds of weight at full speed, or up to 50 pounds at a speed of 10 feet. Higher weights prevent the prowler from moving. A clockwork prowler has hardness 5 and 90 hit points, and when in motion has AC 12 (a motionless clockwork prowler has AC 5).

That will trigger several kinds of traps and Mending should "heal" it if it isn't destroyed.

Liberty's Edge

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TxSam88 wrote:
Mark Hoover 330 wrote:
TxSam88 wrote:
for streamlining of play, a single "I search for traps in the room" with a single roll is usually enough. Traps are generally far and few between, and are usually more of a nuisance than a problem. To prevent the game from getting bogged down by players searching every 10'x10' space, allowing a single search per room/large area should suffice (adding specific searches for doors and chests, not withstanding).
Emphasis mine. They're a nuisance... unless the Trigger is Visual Proximity or Sound. These triggers are areas of effect, sometimes fully at Line of Sight from the trap itself. If the trap can detect you before you detect it, or you are forced by circumstance to pass THROUGH the trigger area before you can reach the trap to disable it, you are guaranteed to suffer the consequence of the trap regardless of your Perception check.
and I vehemently disagree with having a trap that cannot be perceived and disabled without having to set it off. A rogue with trap sense should be able to tell that a trap exists BEFORE entering the trigger area, and should have the means of disabling it.

Plenty of traps can be set off from a safe distance after you have discovered them. A large percentage of bomb disposal in RL is done that way.

The job of the crafter that makes the trap is to make it hard to disable, not to make it a cakewalk.


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Diego Rossi wrote:
The job of the crafter that makes the trap is to make it hard to disable, not to make it a cakewalk.

But the job of the game is to make it so that traps can be disarmed, or there'd be no point in having a trap specialist.

It ought to be pretty much impossible for a well constructed magic trap to be disarmed. There's an invisible magic eye looking down the corridor. If it sees any moving entity it doesn't recognise, that person is blasted a fireball. There's no way to reach the eye or the fireball-launcher without entering the area the eye is looking at. As soon as you enter the corridor, you get blasted, and until you enter the corridor, you can't interact with the trap.

In order for this to work in gameplay terms, there has to be a solution the PC can use to get around it. So maybe the Rogue can spot the trap without triggering it by peeking round the corner with a tiny mirror, and then fool the sensors that allow it to tell friend from foe by holding up the severed head of a dead guard...

And Pathfinder isn't the kind of game where it's the player's job to think of that, it's a game where the character thinks of that if they can pass a skill roll.

Liberty's Edge

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Matthew Downie wrote:
And Pathfinder isn't the kind of game where it's the player's job to think of that, it's a game where the character thinks of that if they can pass a skill roll.
Diego Rossi wrote:
The job of the crafter that makes the trap is to make it hard to disable, not to make it a cakewalk.

I prefer to play in a way that requires the players to use their brains at least a little.

We are ROLE-players, not ROLL-players

Matthew Downie wrote:


But the job of the game is to make it so that traps can be disarmed, or there'd be no point in having a trap specialist.

And who said that the trap can't be disarmed? Or circumvented?

Your example trap can be a problem the first time you encounter it, but it has its limits.
The "Magic eye" can be one of 3 models:
Clairvoyance, Perception +15, see a specific location
Arcane eye, Perception +20, unlimited LOS
True seeing, Perception +30, 120' LOS
All 3 can be beaten by stealth and trap specialists generally have good stealth. So your trap specialist can scout and detect the traps, then disable or bypass them.

The corridor is well-lit and completely featureless? Odd combination in a dungeon, maybe it should raise some doubt in the mind of the players (granted, the GM should take care to describe the corridor).
At that point, they could try using some simple tactic to test the suspicious area: roll a ball, a low-level summon, a chicken, or even a PC playing sacrificial bait.

If the players want to chat about the last football game or about who is dating who during the game session it can become "difficult". But at that point they aren't playing an RPG, they are socializing while rolling some dice,


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@ Matthew Downie: THANK you! You have succinctly said what I've been ranting about for several trap threads now. Designing a trap that REQUIRES a PC to spend resources in order to find or attempt to remove it is poor design, IMO, and the above post explains why I have said opinion.

Traps are not trivial. They CAN be, if the DCs are low. The real danger of traps though is that the players don't KNOW what's coming, unless they roll well.

Skills are an abstraction of using training and natural talent to resolve specific types of non-combat conflicts. You wouldn't ask HOW a PC uses Handle Animal, or Spellcraft, or Knowledge checks to resolve common functions of those skills, they'd simply use them, the player would attempt a roll and if they roll well enough the PC succeeds.

@ Diego Rossi: you want your players to reason things out right? Well, let's see: if the PC has a super high Stealth, they beat the trap detecting them and thus the trap is trivial. If their Stealth is abysmal compared to the Visual trigger used, then what, the spell goes off?

Doesn't sound like anyone's using their brains so far, they're just making skill checks. But let's fast forward; the PC makes the Stealth check and enters whatever area is seen by the trap but doesn't set it off. Now they have to roll a Perception check to spot the trap. Again, we're still JUST making skill checks.

Benefit of the doubt, the PC stealths past the sensor AND rolls a decent Perception check. Well, by RAW if they just hit the DC of the check they know there's a Visual Trigger; if they get 5 or more over the Perception DC THEN they know something about the actual trap. In this instance, a standard Fireball Trap has a DC 28 modified by distance.

Depending on how far they are from the trap, if you're saying they need to stealth THROUGH the area covered by the visual trigger to get to the trap, this might be a pretty challenging Perception check. For example, if you go Arcane Eye this PC might have to move more than 400' (since a Fireball is a Long range spell) and probably won't see the actual trap for a while. On the other hand if the trap is bundled right in with a Clairvoyance spell, meaning both trap and trigger are in the same 20' blast radius, the PC might not even need Stealth at all.

Once again, then we get to yet another skill check: the PC rolls Perception and depending on how trivial the DC is versus the PC's skill, this might tell the PC something about the trap, or just reveal the trigger, or they might find nothing. Finally, do they have to disable the TRAP or can they find some way to jam the signal from the TRIGGER, thus disabling it instead.

I ask b/c if you say trap AND you say the launcher of the fireball is actually 460' away, this PC has to stealth, at half speed, 460' further away from their party, attempt a DC 28 Disable Device check, and while trying to remove the trap they need to spend 2d4 rounds doing so. Do you know ANY player that wants to spend over 2 minutes alone, hundreds of feet from their party, in a dungeon type setting?

So then you say the players need to use their brains. Except, the only info they have before the rogue goes sneaking off MIGHT be "there's nothing ahead," "there's a visual trigger ahead" or "there's a visual trigger ahead and the walls look like they're scorched in a lot of places." If they don't know anything is there, they blunder ahead and eat a fireball.

If they know there's just a visual trigger or more info, your expectation is that the players spend their time IRL trying to analyze things based on the limited data they have. Your hope is that they have a way for the PCs to trip the trap into going off or for the entire party to be able to sneak through the warded area. Only, the players don't know how far they'd have to sneak, if any resources they spend would have any effect, or if there are monsters/foes in the area their detonation of the trap might alert.

The players might also decide to spend resources analysing the nature of the trap itself. This again might waste time for the PCs and players, ticking off rounds of buff spells they might have running, and any spellcasting without Silent Spell that contains a Verbal component is STILL risking attracting too much attention. All of this, just so the players can ROLEPLAY it instead of ROLLPLAY it.

Or

1. PC using Stealth makes a Perception check
2. Upon detecting the trigger, and potentially something of the nature of the trap, they attempt to disable
3. Success, trap removed; failure, roll a Ref save and monsters/foes are alerted

Finally, look at the numbers. A CR 5 Fireball trap has a DC 28 Perception and Disable Device check. Are you putting this in front of an APL 1 party? They're eating 6d6 Fire damage. APL 6 party? If they've got a PC with trapfinding and Trap Sense or Danger Sense, it's likely the PC has about a 50/50 shot at finding and removing this trap, and even if they fail they likely take half or no damage (depending on whether or not they have Evasion). APL 10+? Yeah, this trap is trivial, handwave it.

I genuinely don't understand the need to inject realism, roleplaying and reverse engineering into trap mechanics. Heck, there's even something built into the RAW on it: if a rogue PC beats the Disable Device check by 10 or more, they discover a way for themselves and their party to simply bypass the trap without disarming it. It doesn't matter if the GM built in a bypass or not, they just pull it off.

If it's a magic trap, like this Fireball Trap, how the heck did the rogue pull THAT off? They can get the clunking, full-plate-armor types to waltz right through a Visual trigger and a fireball spell that wasn't designed with a bypass? What kind of roleplaying is that? It wouldn't be roleplaying; that'd be narration instead.


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It is physically impossible for a trap to be undetectable. In order to trigger the trap's sensor must contact the victim. [By contact, this could be touch, or a broken light beam, radar reflection etc]. That contact requires that there is no obstacle blocking contact, which also means that the victim (with the appropriate sense for invisible, magic etc) has the potential to see the trap's sensor. It may be extremely difficult to notice the sensor, but not impossible.

Likewise, it should be impossible to spot a trap within a 10'square if the trap is blocked from view. E.g a poison needle trapped jewelery box hidden in a chest drawer. A pressure plate triggering a pit trap hidden under a rug. In the latter example, a perceptive character walking across the rug may notice a little extra give before pressing hard enough to trigger the trap.

I always roll a hidden perception check just before a trap is triggered and advise the player that they almost triggered a trap.

Liberty's Edge

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Mark Hoover 330 wrote:


@ Diego Rossi: you want your players to reason things out right? Well, let's see: if the PC has a super high Stealth, they beat the trap detecting them and thus the trap is trivial. If their Stealth is abysmal compared to the Visual trigger used, then what, the spell goes off?

Doesn't sound like anyone's using their brains so far, they're just making skill checks. But let's fast forward; the PC makes the Stealth check and enters whatever area is seen by the trap but doesn't set it off. Now they have to roll a Perception check to spot the trap. Again, we're still JUST making skill checks.

Benefit of the doubt, the PC stealths past the sensor AND rolls a decent Perception check. Well, by RAW if they just hit the DC of the check they know there's a Visual Trigger; if they get 5 or more over the Perception DC THEN they know something about the actual trap. In this instance, a standard Fireball Trap has a DC 28 modified by distance.

Depending on how far they are from the trap, if you're saying they need to stealth THROUGH the area covered by the visual trigger to get to the trap, this might be a pretty challenging...

Traps should be proportioned to the skills of the characters, but some poster seems to think that that that is all that matter, not using the skills with a bit of thought.

How common is the trap expert scouting 20'-30' before the party and using stealth? Him checking what is behind the corner ahead of the rest of the party?
That is one of his roles, but a lot of people seem to think that his position should be in the middle of the party.

Mark Hoover 330 wrote:


Depending on how far they are from the trap, if you're saying they need to stealth THROUGH the area covered by the visual trigger to get to the trap, this might be a pretty challenging...

You don't play to be challenged a least a bit?

Mark Hoover 330 wrote:


@ Matthew Downie: THANK you! You have succinctly said what I've been ranting about for several trap threads now. Designing a trap that REQUIRES a PC to spend resources in order to find or attempt to remove it is poor design, IMO, and the above post explains why I have said opinion.

"Designing a trap that REQUIRES a PC to spend resources in order to find or attempt to remove it is poor design," Again, you seem to dislike even minimal challenges. Traps are meant to siphon party resources, monster encounters before the BEEG are meant to siphon party resources. If all that matter is the big battle with the BEEG we can design 2 room dungeon: the BEEG room followed by the loot room, all other stuff is superfluous.

Munchkin is a fun game, but not a RPG.


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Traps using up resources isn't unexpected. Most combats use up resources too, and I don't see traps being that different.

Liberty's Edge

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The problem with traps is that most of them are boring, being only a skill check challenge and a speed bump for the game. They require less tactical thinking than combat.

But if traps are designed to be more interesting and to require some tactical thinking a simple skill check will not resolve them.

Pick what you prefer for your games.


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Adding traps to a regular combat encounter is fun. It contributes to the complexity of the encounter and increases the possible actions players can try on their turn (locate traps and tell their party about them, disable them). Or they can try to move their enemies into them. And much more.

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