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Thread: Trap DCs

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    Ogre in the Playground
     
    NecromancerGuy

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    Default Trap DCs

    What are the best ways to buff DCs for disable device vs the traps? I have a plot device that is trapped. I wish to keep it this way without DM fiat. What options are open to me? The rogue in the party has a +25 to disable device I believe. Very close to it anyway.
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    Ettin in the Playground
     
    dsmiles's Avatar

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    Default Re: Trap DCs

    +25, huh?
    Magical traps are harder to find and disable than mechanical traps. Find a high level spell that replicates what you want the trap to do, and BOOM, you got a higher DC.
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    Ogre in the Playground
     
    NecromancerGuy

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    Default Re: Trap DCs

    That still caps at 34 for a 9th level spell. Meaning he defuses it on a 9.
    Quote Originally Posted by Alabenson
    Evil Intelligence is knowing the precise ritual that will allow you to destroy the peaceful kingdom that banished you.

    Evil Wisdom is understanding that you probably shouldn’t perform said ritual while you’re standing in the estimated blast radius.

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    Brendan's Avatar

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    Default Re: Trap DCs

    Lower visibility with fog, distract them with a lone kobold wizard 1, just ad los of circumstantial bonuses to the DC.
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    Kaiyanwang's Avatar

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    Default Re: Trap DCs

    In dungeonscape, mainly and secrets of xen'drik, too, there are rules to pimp traps and brand new trap concept. If you want to "surprise" (grin) your players take a look on that.

    Work around the problem. And if you want to hear my opinion, if the player invested resources in disable devices, reward him.

    Just remember to have no mercy next time he miss to check if a door is trapped
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