Traps: Difference between revisions
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===Detecting Traps=== | ===Detecting Traps=== | ||
If a creature comes within {{Bracket|Close}} range of a trap and its [[Awareness]] exceeds a trap’s [[DC]], that creature automatically detects the trap. Otherwise, a party may make a number of rolls given on the Trap Properties table to detect a trap. These rolls can be [[Perception]], [[Engineering]], or [[Larceny]] rolls, and are compared against the DCs of any traps within [Close] range. The first roll requires no action, and each creature may make the roll. A party uses the highest result. | |||
After the first roll, even if there are no opponents present or known to the creatures, the creatures roll [[initiative]] and play proceeds in {{Bracket|Rounds}}, with turns in order of initiative. creatures may continue to make rolls, but only one roll can be made per {{Bracket|Round}} by a given creature, and each roll must be made as part of a [[move action]] or as a [[swift action]]. A creature may also spend a [[standard action]] to gain a +2 bonus to all checks and to [[Awareness]] to detect traps until the end of his or her turn. If the creature knows the general vicinity or nature of a trap in advance, it gains an additional +3 bonus to all checks and to Awareness to detect the trap. | |||
===Disarming Traps=== | ===Disarming Traps=== |
Revision as of 17:37, 14 August 2017
Traps are generally part of the terrain. Abilities, such as the Scourge [Legendary] ability, that seriously alter the terrain can affect traps at EL 10 and below. At EL 11 and above, traps are typically protected by wards or other precautions.
Traps come in two major types: Concealed Traps, the standard for a dungeon delve, and Open Hazards, which include everything from lava pits to ancient and deadly gear works. Concealed Traps follow all the normal rules for traps. Open Hazards follow these rules, with some changes, noted below.
Open Hazards
Many dungeons are dominated by enormous lava pits, sprawling spike traps, or just poor construction standards. We call these Open Hazards. Open Hazards occupy twice as many squares as other traps, are automatically detected, and cannot be disarmed, destroyed or otherwise deactivated, except where noted otherwise. Open Hazards have no recharge time. Creatures who remain in the area suffer the effect again at the beginning of their turns.
Generally, players should be able to overcome open hazards with enough preparation and knowledge. Such knowledge can usually be obtained with knowledge checks. Open Hazards can range from window dressing to brutally assured total party kills. Open Hazards that cover chokepoints or the majority of an encounter's battlefield increase the EL of the trap by at least 50% and should not be used regularly.
Triggering Traps
Traps, fundamentally, are all about going off. This can range from a hail of deadly arrows to a seeping poison cloud. Regardless, traps at the end of the day are defined by what happens when you trigger them. For the purposes of determining if a creature is going to trigger a given trap, traps occupy a number of contiguous squares called the trap's area. Any creature that enters a trap's area triggers the trap, suffering that trap's effect. The square of the trap's area the creature enters is called the triggered square. Some traps also require saves. Once a trap has triggered, it cannot trigger again for until a number of [Rounds] have passed, given as the trap's Recharge, unless otherwise specified.
With some time and effort, creatures may be able to circumvent a trap that they've seen operate even if they can't disarm or destroy it.
Detecting Traps
If a creature comes within [Close] range of a trap and its Awareness exceeds a trap’s DC, that creature automatically detects the trap. Otherwise, a party may make a number of rolls given on the Trap Properties table to detect a trap. These rolls can be Perception, Engineering, or Larceny rolls, and are compared against the DCs of any traps within [Close] range. The first roll requires no action, and each creature may make the roll. A party uses the highest result.
After the first roll, even if there are no opponents present or known to the creatures, the creatures roll initiative and play proceeds in [Rounds], with turns in order of initiative. creatures may continue to make rolls, but only one roll can be made per [Round] by a given creature, and each roll must be made as part of a move action or as a swift action. A creature may also spend a standard action to gain a +2 bonus to all checks and to Awareness to detect traps until the end of his or her turn. If the creature knows the general vicinity or nature of a trap in advance, it gains an additional +3 bonus to all checks and to Awareness to detect the trap.