Finding Hazards


Rules Discussion

Scarab Sages

So, Am I the only one confused about the hazard Stealth bonus? Like, is that the trap's bonus to stealth? Should I roll a d20 and add that bonus and see if the PCs can find it? If so . . . it seems awfully high. And some scenarios expect the players to find and disarm the hazards to complete the mission. Not just face-check them.

Like, I'm running an officially published game right now, I won't say which because spoilers, but in an upcoming section the PCs are expected to find and disarm two hazards that are not obvious. Each round the hazards hurt the PCs in a way that does not give away their presence, and there are other things to do in the round (basically saving civilians.) The stealth bonus on these traps, for a level 7 encounter, is +21! So assuming they take 10, that's a DC 31. A level seven rogue, who's master in perception and has a modest wisdom bonus (say, +1) has a +14. They'd need a 17 or better on the die to spot it. And that's if they even think to look for it. It's a hazard, not a trap, so trapspotter doesn't work, and they likely will think that all the bad stuff happening is just part of the scenario's flavor and won't be looking for a hazard.

And if you are, say, a wizard looking for the hazard? Forget about it, you'd only succeed on a nat 20 because it would bump your failure up to a success.

AND YOU HAVE TO FIND TWO OF THEM!


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https://2e.aonprd.com/Rules.aspx?ID=2868&Redirected=1

"When deciding how your hazard is disabled, come up with a narrative description of how it would happen, which will inform which methods and skills disable the hazard. You'll need to decide the proficiency rank necessary to find the hazard as well as disable it with each method. Remember, a hazard without a listed rank next to its Stealth DC is obvious enough that creatures can find it without Searching, and magical hazards without a listed rank are not normally protected against detect magic. Most hazards built by intelligent creatures are concealed and have at least a trained rank. The Minimum Proficiency table indicates the high and moderate proficiency requirements by level; you can use lower proficiency ranks than the ones listed, and if you use the high rank, consider a secondary, perhaps less efficient method to disable the hazard using a lower rank."

If it has a listed Stealth DC (or a Stealth skill, which would result in a Stealth DC of 10+bonus -- the table in "GM Core", page 110, lists 30/27/23 to 21 for extreme/high/low "stealth and disable" DCs)

For what it's worth... how was it exactly stated? Most hazards descriptions I've seen list a Stealth DC (i.e. *is* 21), not a modifier (e.g. a bonus of +21, meaning a DC of 31).

Scarab Sages

It seems that the complex hazards have a modifier, (because they have to roll initiative) and the simple ones have a simple DC (because they don't have to roll inititive.) These are both complex hazards.

Sovereign Court

GM Core p. 110 gives the typical stealth DCs for hazards, and mentions that getting the stealth modifier for a complex hazard is the DC - 10.

The Extreme DC for a level 7 hazard is 30, and high is 27. So the hazards in your adventure are 1 point over Extreme, which should indeed feel pretty extreme. (A level 8 hazard would be a 31 Extreme.)

The previous page mentions that having one extreme DC is normal:

Quote:

Extreme: The hazard is world class in this statistic and

can challenge almost any character. Almost all hazards
have one extreme statistic because hazards normally
activate only if they have gone unnoticed or if someone
critically failed to disable them. Does it have an extreme
Stealth DC that makes it incredibly hard to find, an
extreme Disable DC that makes it perilous to disable,
or an extreme save DC that makes it deadly in the event
it triggers? These are the most common choices, as each
affects a different phase of encountering the hazard.

So this hazard is likely to not be spotted and therefore trigger. But after that, unless the hazard has a specific ability that really says you don't detect it even while active, I think you just detect it. Similar to how even if you don't detect an enemy beforehand, if combat starts, everyone rolls initiative because "battle background music just started".

VampByDay wrote:
It's a hazard, not a trap, so trapspotter doesn't work, and they likely will think that all the bad stuff happening is just part of the scenario's flavor and won't be looking for a hazard.

I think this is something you as a GM need to tell them. It could be a hazard, or it could be a victory point minigame that has specific actions players can take to interact with it. Players can't know how they're allowed to play the game unless you tell them.

It's important to decide what to keep secret, and what to reveal to the players. I think revealing which rules engine is being used is generally good.

"Who is doing this to us? What are they going to do next?" is a good mystery.
"How long do turns last in this scene, how many actions can I take, what can I interact with" is not a good mystery.


VampByDay wrote:
And that's if they even think to look for it. It's a hazard, not a trap, so trapspotter doesn't work,

I think Trap Finder absolutely works for all hazards. All traps in the game when they are not Snares or simple plot devices are hazards. And even snares set by NPCs are basically hazards. What is even the point of the feat if it wouldn't work for hazards?

And yes, as others said DC 31 is in line with level 8 Extreme Stealth DC, which means it's totally in line for 7th level group. It just wasn't supposed to be easily found before the encounter (especially if it also demands Master Perception for example) and it's ok.
It could become not ok if it's also extremely deadly and difficult to turn off. But we don't have that information.

Sovereign Court

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Errenor wrote:
VampByDay wrote:
And that's if they even think to look for it. It's a hazard, not a trap, so trapspotter doesn't work,
I think Trap Finder absolutely works for all hazards. All traps in the game when they are not Snares or simple plot devices are hazards. And even snares set by NPCs are basically hazards. What is even the point of the feat if it wouldn't work for hazards?

All traps are hazards, but not all hazards are traps. Trapspotter is only for traps.

Haunts for example are also hazards, but not traps.


Ascalaphus wrote:
Errenor wrote:
VampByDay wrote:
And that's if they even think to look for it. It's a hazard, not a trap, so trapspotter doesn't work,
I think Trap Finder absolutely works for all hazards. All traps in the game when they are not Snares or simple plot devices are hazards. And even snares set by NPCs are basically hazards. What is even the point of the feat if it wouldn't work for hazards?

All traps are hazards, but not all hazards are traps. Trapspotter is only for traps.

Haunts for example are also hazards, but not traps.

I know. I am just not sure we should make this distinction in this case. But yes, maybe you are right, this was intended and we should exclude haunts and environmental hazards. But not anything more, for all traps, even magical, it works.

Actually, there's a trait 'trap'. This should help.

Scarab Sages

Specifically does not have the trap trait.


as others have pointed above, it's usually not necessary to pinpoint the hazard before it goes off in order to disable it.

usually it would be that beating the stealth DC you find the hazard BEFORE it goes off, but even if you fail that, you can still see the effects of the hazard when it goes off against you and you start scrambling to disable it before it pulverizes you.

you don't need to "see" a hazard after it activates, you still see the effects. "The mouths on the wall start spewing acid on you", "The room starts filling with water", "Ghosts start emerging from the crystals and scream at you", "The pile of bones raises up in a whirwind and starts hacking at you", and etc for whatever the effect/attack of the hazard is.

The party then gets to scramble and either identify how to stop the effect, or hack blindly trying to stop it. In both cases you can disable the hazard after it goes off, it's just that you get much more hurt compared to if you were lucky enough to spot it BEFORE you went straight up in the middle of it and it started activating against you.

Sovereign Court

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Errenor wrote:
Ascalaphus wrote:
Errenor wrote:
VampByDay wrote:
And that's if they even think to look for it. It's a hazard, not a trap, so trapspotter doesn't work,
I think Trap Finder absolutely works for all hazards. All traps in the game when they are not Snares or simple plot devices are hazards. And even snares set by NPCs are basically hazards. What is even the point of the feat if it wouldn't work for hazards?

All traps are hazards, but not all hazards are traps. Trapspotter is only for traps.

Haunts for example are also hazards, but not traps.

I know. I am just not sure we should make this distinction in this case. But yes, maybe you are right, this was intended and we should exclude haunts and environmental hazards. But not anything more, for all traps, even magical, it works.

Actually, there's a trait 'trap'. This should help.

I'm sure the distinction was intended. Trapfinder is a level 1 feat; Hazard Finder is a level 8 feat that does it for all kinds of hazards, not just traps. Spirit Soother allows you to detect haunts even when not Searching.

Compared to other similar feats rogues actually get their trap-only option really early level, but they also need it more. It enables them to Avoid Notice without being a total sitting duck against traps. But it doesn't completely devalue Searching because it really only does traps, not haunts, natural hazards like potential mudslides, hidden treasure, secret doors, and hidden enemies.


Ascalaphus wrote:

I'm sure the distinction was intended. Trapfinder is a level 1 feat; Hazard Finder is a level 8 feat that does it for all kinds of hazards, not just traps. Spirit Soother allows you to detect haunts even when not Searching.

Compared to other similar feats rogues actually get their trap-only option really early level, but they also need it more. It enables them to Avoid Notice without being a total sitting duck against traps. But it doesn't completely devalue Searching because it really only does traps, not haunts, natural hazards like potential mudslides, hidden treasure, secret doors, and hidden enemies.

Great findings. You are right. I went overboard with the interpretation (and forgot about the trait without looking at actual hazards in the book).

It's just forbidding Trap Finder for 'hazards' was too absurd :)


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