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Post by kore on Nov 8, 2009 23:12:58 GMT -8
Very cool encounters Phil, the plethora of traps made it very interesting.
What are the game mechanics for detecting those traps in the midst of an encounter? Does it require a free action, standard actions, etc.?
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Post by The Keeper on Nov 8, 2009 23:33:17 GMT -8
Very cool encounters Phil, the plethora of traps made it very interesting. What are the game mechanics for detecting those traps in the midst of an encounter? Does it require a free action, standard actions, etc.? normally, we would spot the very obvious traps and signs of possible hidden objects or affected floor panels through our passive perception (the way a person just scans a room as they stand in it). if the traps' "stealth" was greater than that, we would had to have made an active perception check (free action for skill checks which try to glean more knowledge from a stituation) during our turn and ask the DM what we see in the room. if you remember during the first encounter, Harbek's active perception check revealed the squares on the floor that were difficult terrain. perhaps a higher active perception check would have allowed Harbek to see the bear traps hidden in the rubble on the floor. other active knowledge checks you could make would likely be Dungeoneering, Nature, Thievery perhaps, that sort of thing. essentially, it's the DM's job to let the PCs know if they passively see anything like traps, obstacles, unsafe terrain, or creatures trying to hide. after that, the PC has to be wary on their own.
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Post by kore on Nov 8, 2009 23:44:02 GMT -8
Fair enough. Now that we seem to have established that these kobolds like traps, and we've been previously warned, I wonder if it will be easier to begin spotting their traps, like with lower DC scores mechanically speaking.
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Post by The Keeper on Nov 8, 2009 23:51:05 GMT -8
if your suggesting Phil lower the perception DC scores of the traps because we have become accustomed to kobold traps from dealing with them the past few hours then that may depend on a Nature, Religion, or whatever check you need to determine Kobold lore. Metagaming aside, if i remember right, the lore goes into detail about what kinds of traps specifically that kobolds like to use which you could argue having known that, you'd be able to defend better against them.
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Post by reiphil on Nov 9, 2009 1:11:59 GMT -8
passively i would say you could notice things out of place. for your question, during an encounter, it is a minor action to make a perception check to notice things like traps or other things out of place that you might have missed passively.
Also, take note, that I will generally forget to use your passives. It would be more wise if you asked what your passive perception reveals in a room.
It makes sense that when you are moving through an area, even in battle that your passives will catch things. But always, always, make sure to ask. We USED to record your passives, and it is generally a good thing for us to do as DMs, but you should make sure that your passive 22 perception is in play when you enter rooms or battles.
When we start talking about passives it is a huge amount of upkeep for the DMs to record down. THere are other things, not just passive insight/perception that we might want to note, such as passive arcana or nature checks. things like that, and it would always be in your best interest to remind us of your skills and to alert you what you may or may not see.
Just to say, a few of the traps (other than the pressure plates) would have been seen with your passive perceptions. (The spring loaded crossbows, adn the bear traps)
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Post by reiphil on Nov 18, 2009 11:59:38 GMT -8
updated the web page. Check it for up to date info.
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Post by reiphil on Nov 18, 2009 15:33:26 GMT -8
Anyone remember Robert's character name?
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Post by reiphil on Nov 18, 2009 15:47:11 GMT -8
oh and SLIGHT retcon - upon agreeing to become seekers for the guild, the kenku produced some papers for the adventurers to fill out and a contract which all the adventurer's signed. a copy of the contract was produced and given to Hazael for safe keeping.
The contract - Contains Identification numbers for the newly instantiated guild members and also a slight magical bond which will tell the seekers guild if one of the adventurers go down so that they can look for a new member for the group.
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Post by earthwizard on Nov 19, 2009 14:22:06 GMT -8
Anyone remember Robert's character name? I remember I suggested 'Lorax' to him, but he changed it to something else. Lorean? Lor-something. I'm not sure.
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