In the manual it says that only rogues can disarm traps and detect traps of 25+ SG.
Here is the problem:
They implemented the take 20 feature so instead of having tries between and 1 and 20 (without bonus) you allways get 20 for trap disarment and lock picking.
But because they do not want to have you that feature they over compensated nearly all traps and locks in the game.
So now about 99% of the locks and traps have a SG of 21+ and all better (dangerous) ones are over SG 25.
Now think of a usual fighter type character he will have +2 dex modifier and with another 3 in trap disarment and lock picking he allready maxed his potential.
The only problem is that doesnt help him much since the locks and traps are higher than that and he will not even detect those traps even if he has "take 20 +15" or more in search since his detection SG is capped at 25.
Non Rogue trap disarment a joke ?
- Archimedez
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- fable
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No disagreement, there. When I read the manual's statement about non-rogues disabling traps (it doesn't apply to detecting 'em, though), I indulged in some colorfully Korganesque language. Sorta takes the air out of any training in traps for other professions, doesn't it? Mind, I don't think a cleric should be able to learn how to disable traps as easily as a rogue, but since 3E seems geared towards enabling more profession-based customization, it seems foolish (IMO) to make deadend any skill in this fashion. And since it's level-based, you'd have to add too many rogue levels to effectively build a trap disabler in another profession for it to be worthwhile.
I've tried ignoring traps, for the most part, when running a non-rogue. Now, if only Bioware could turn out a decent AI; then I could bypass the traps on the floor, knowing for a fact that my summoned creatures, animal companion, and henchman won't walk right on 'em, even after I see the suckers long in advance.
I've tried ignoring traps, for the most part, when running a non-rogue. Now, if only Bioware could turn out a decent AI; then I could bypass the traps on the floor, knowing for a fact that my summoned creatures, animal companion, and henchman won't walk right on 'em, even after I see the suckers long in advance.
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@fable
The solution for the proplem with your henchman and summonings running in traps is pretty simple, at least I hope
Just spend 1 point in the disable trap skill, then you should get the disarm trap radial menu, you cant disarm traps but now you can flag em what means that you make this trap visible to others ( at least I think it does that, never used it and the manual says nothing about it )
If the AI is worth a penny friendlys should now avoid traps because they see them.
I cant test it now, Im on work
The solution for the proplem with your henchman and summonings running in traps is pretty simple, at least I hope
Just spend 1 point in the disable trap skill, then you should get the disarm trap radial menu, you cant disarm traps but now you can flag em what means that you make this trap visible to others ( at least I think it does that, never used it and the manual says nothing about it )
If the AI is worth a penny friendlys should now avoid traps because they see them.
I cant test it now, Im on work
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- Gwalchmai
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Okay, I might be wrong here, but it seems that when I have my Druid (who has two points in disarm traps) first: examine the trap (from the trap radial menu), then second: flag the trap, each time the total DC of the trap is lowered! Then he is able to disarm most traps! Is this what is really happening?Originally posted by Mathurin
Thats not an affect exclusive to the game, its a rule in 3rd Ed. Only rogues can disarm or find traps with a DC of higher than 25.
BTW, with an Int. of 10, he has no bonus to disarm traps....
That there; exactly the kinda diversion we coulda used.
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@Gwally, I will have to try this. My druid also has two points in disarm. She has never failed yet to detect a trap, but cannot disarm them, on the lower DC traps I get 20+2 =22, when the trap is DC 25 so fails. She has also detected a DC 35 trap...I will try flagging next time and see what happens...
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- fable
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@Jodmos, tried creating a new character with trap disabling. "Flagging" a trap did nothing to prevent anybody or anything with me from running over the trap.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.