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Post by retrorob on May 8, 2020 8:51:42 GMT -6
to begin with - I don't use thief class & skills nor I roll for finding traps. I describe a situation, the players tell what they wanna do. if there is a trap and they come near it, it springs at 1-2 on d6. secret doors they find on 1-2/d6. Dwarves - no rolls at all, noting traps, slanting/shifting walls and passages are their innate skills by the book. Good to have a dwarf in your party!
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Post by Malchor on May 8, 2020 10:08:41 GMT -6
to begin with - I don't use thief class & skills nor I roll for finding traps. I describe a situation, the players tell what they wanna do. if there is a trap and they come near it, it springs at 1-2 on d6. secret doors they find on 1-2/d6. Dwarves - no rolls at all, noting traps, slanting/shifting walls and passages are their innate skills by the book. Good to have a dwarf in your party! This is fairly close to what I do—or did before. And yes, diversity in the party helps. Sadly, this party is sans dwarf due to a player dropping out. For this campaign, I almost left out the thief class and was considering giving everyone their skills that would rise in level with their chosen class level. No adjustments based on race, but rather using the thief dex based adjustments from The Strategic Review. That away you can have a Conan type. As to Paladins and Lawful characters, they would have the abilities, but would not mean they have to use them, choices to make use of certain skills could have negative implications depending on context. But that is another topic/thread.
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Post by aldarron on May 8, 2020 14:16:04 GMT -6
What I do derives from this passage in BTPbD: "Doors, Traps, and Secret Passages: Secret passages will be located by a roll of 1 or 2 by a dwarf, and a roll of 1 by a man or elf." Although the sentence only says "secret passages" the heading pretty strongly implies all three. There was some discussion of dwarves and traps in this thread
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Post by delta on May 8, 2020 18:44:57 GMT -6
I agree with your current ruling; that's how I've always done it. The fact that both listening and finding secret doors are 2-in-6 seems to imply that general searching-type stuff follows that same pattern.
I do think there has to be some randomized mechanic for stuff that's too fine-tuned for players to really narratively interact with. For example, a special sense that elves or dwarves have in cases that would be invisible to normal humans. Likewise, I stick to the original description of thieves disarming traps: "remove small trap devices (such as poisoned needles)". That seems clearly predicated on PC dexterity, not player descriptiveness, so a skill roll makes sense. For larger traps like a pit or falling door, that becomes something that the whole party has to think about narratively.
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Post by Piper on May 8, 2020 20:42:03 GMT -6
For this campaign, I almost left out the thief class and was considering giving everyone their skills that would rise in level with their chosen class level. No adjustments based on race, but rather using the thief dex based adjustments from The Strategic Review. That away you can have a Conan type. As to Paladins and Lawful characters, they would have the abilities, but would not mean they have to use them, choices to make use of certain skills could have negative implications depending on context. But that is another topic/thread. Kunz mentioned this once upon a time, an idea he never approached EGG with during the development of the GH supplement for OD&D. I found this online and thought it interesting. Since it has similar thoughts to what you had here, I thought I'd pass it along. I call it the Thief Para-Class since it's added on to a PC's existing class. You may find some good idea for your own campaign!
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Post by talysman on May 8, 2020 20:45:36 GMT -6
The way I handle it:
Large Traps (covered pits, tripwires, deadfalls, etc.): Automatically detected by anyone, even humans, if there is light and a clear line of sight. Usually either the trigger is obvious or the payload is obvious, but not both. Which one is detectable depends on the trap description. For example, a tripwire leading through a hole in the wall would be obvious, but what is triggered would not be.
Concealed Trap Elements: Only detected if the character looks in the right direction or at the right surface. This can be as simple as saying "I search for traps" and is automatic, but takes at least half a turn for one person to search one square (10' x 10'). If no one has either Int or Wis above 8, or if there is poor light, mist, or other poor conditions, this requires a 5+ on 1d6 roll.
Small traps (like on a trapped chest): Requires a roll to find unless the character is a thief, has INT/Wis above 12, or has some other excuse. This detects the trigger and possibly the delivery system (needle holes,) but doesn't necessarily identify what the exact effects will be (what kind of poison is on the needles, for example.) Larger triggers like a pressure plate in front of a chest would count as Large Traps.
Dwarves: When underground, they get to kick discovery chances up one tier. So, a concealed trap underground can be detected with a roll if not actively searching, or without a roll even under poor light conditions when actually searching. Dwarves count as thieves when searching for small concealed traps underground, but have no special ability to disable such traps.
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Post by hamurai on May 8, 2020 23:07:21 GMT -6
Unless the party moves carelessly, I usually have searching dwarves find non-magical (unless mechanically triggered like any other trap) traps 5-in-6. If not searching for traps they get 3-in-6. We've always played this as a very good ability which probably comes from my original roots in HeroQuest, where dwarves have a knack with traps and can disarm them without tools.
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Post by dicebro on Nov 20, 2021 18:59:37 GMT -6
5 ways to find traps underground in OD&D (3LBBs with no Thief Class): 1) hire a cleric with cleric spells & scrolls: “find traps” 2) bring a dwarf, all of them “note traps underground” 3) hire a magic user with “wand of secret doors and trap detection” 4) hire a fighter with an intelligent sword’s “detect traps” power 5) hire low level flunkies to walk point in advance of the party…lots of them if possible. Promise them the moon, they won’t live long enough to collect.
edit: and 6) use the ten foot pole!
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Post by grodog on Nov 21, 2021 11:54:50 GMT -6
For this campaign, I almost left out the thief class and was considering giving everyone their skills that would rise in level with their chosen class level. No adjustments based on race, but rather using the thief dex based adjustments from The Strategic Review. That away you can have a Conan type. As to Paladins and Lawful characters, they would have the abilities, but would not mean they have to use them, choices to make use of certain skills could have negative implications depending on context. But that is another topic/thread. Kunz mentioned this once upon a time, an idea he never approached EGG with during the development of the GH supplement for OD&D. Piper : was what you quoted from RJK, or was there some other info about this idea that came up during the dev of Greyhawk Supplement I? Allan.
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Post by Deleted on Nov 21, 2021 13:23:25 GMT -6
Trick question: If Admiral Ackbar joins the party, does this dramatically increase one's chances of noticing if it's a trap? I'll show myself to the door, now.
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