Another excerpt for your enjoyment. As in the other post woodcraft abilities will be explained later
Most traps in D&D are found in roleplay,that is “I tap the wall with my 10 foot pole or I examine the keyhole with a magnifying lens” and this doesn't change. However the “find/set/remove” traps ability allows several special actions.
1St, its functions as a trap sense. The DM should roll upon even simple examination , I.e. bend down to the chest” to detect any traps. Failure means the trap is found through roleplay only.
In addition traps can be disarmed with a simple roll without any RP. Unlike opening a lock, failing a trap removal roll will trigger the trap.
As per locks, some traps may be harder or easier than others and inflict corresponding bonuses or penalties. In addition thieves tools or a trap set works as in lockpicking.
Woodcraft proficiency can be used to set outdoor traps such as snares or pits ,
Trap Ability however can be used to set any traps including small ones and to reset defused traps. This is not especially dangerous however and such traps are only triggered on a critical failure if the Rogue didn't originate them.
Lastly magic traps and glyphs can be defused at skill-100
Classic Dungeons and Dragons modules to be reprinted - Well this is interesting: *Goodman Games *has partnered with *Wizards of the Coast* to publish some classic D&D modules in hardback form. Here is the ful...
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