I understand that Thieve's Tools are often used for this, particularly because many traps include some sort of device, but what about a more makeshift trap like a simple rock fall or some sort of gravity-activated trap?
What would be the appropriate skill for something like this? I have a party that may be going into a real warren of crudely-dug underground tunnels with all manner of quickly-made traps. Tools aren't really going to be all that useful so what sort of Skill would be most appropriate to disarm such things?
If you’re a person who’s okay with using regular Ability checks, I’d recommend either Dexterity or Intelligence, depending on the trap. Dexterity for anything that involves speed or manual finger work, while Intelligence would be used for traps that have a lot of moving parts to figure out.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
If you’re a person who’s okay with using regular Ability checks, I’d recommend either Dexterity or Intelligence, depending on the trap. Dexterity for anything that involves speed or manual finger work, while Intelligence would be used for traps that have a lot of moving parts to figure out.
There are plenty of traps that require reaching your hand into something dangerous. I think of the Indiana Jones sandbag swap as a sleight of hand.
Main reason I would lump lock-picking and trap disarming in with sleight of hand is that these are acts that realistically require training. If we don't assign a skill to the act, then even the most highly-trained rogue won't be able to use their proficiency bonus without thieves' tools by RAW.
I think that's by design though - without the Thieves Tools there's no way you're opening a lock, or disabling a complicated mechanism that's built into a chest.
You could probably pull the, "I have a hairpin" and maybe get to roll at disadvantage or something. :)
For me, I just let my players use their imagination and tell me what they're trying to do and how they're trying to do it, then I'll adjudicate what I think is reasonable (noting that cool things often get a bonus even if they're not especially factually correct).
Disadvantage is situational in my mind while proficiency is general. I would run the situation exactly the way you mentioned, with proficiency and disadvantage.
Main reason I would lump lock-picking and trap disarming in with sleight of hand is that these are acts that realistically require training.
So does chopping vegetables quickly or loading a crossbow quickly. Being good at legerdemain doesn't mean you're automatically proficient at every single task that involves finger dexterity.
If we don't assign a skill to the act, then even the most highly-trained rogue won't be able to use their proficiency bonus without thieves' tools by RAW.
Why is that a problem? Not all rogues are good at disarming traps and sometimes there's no skill that applies to an action. That's a feature, not a bug. Breaking chains is a matter of how strong you are; you can't get significantly better at it with practice. A straight DEX check still gives the rogue better chances than someone with bad dexterity.
A DM is always free to rule that a character is good at a specific task for whatever reason and let them apply their proficiency bonus on a case-by-case basis. I think you should have a better reason than wanting proficiency to apply to every roll though.
You could consider mixing up the combinations of attribute and skill/tool for some types of trap. Dexterity (Theives' Tools) is all well and good for picking a lock or disarming a spring-loaded poison dart. For traps and snares out in the wilderness, maybe Dexterity (Survival). Dexterity with Nature, Arcana, Religion etc for traps involving plants or fungus, magic or ancient curses. Mix in some Intelligence or Investigation for the more complex puzzle stuff. Athletics or acrobatics even for a trap that needs the whole body to deal with it. I agree with Sleight of Hand being an option - I consider it to be a measure of sort of physical cunning rather than just pickpocketing. Alchemy tools to deal with exotic substances; Mason, Potter, Carpenter, Glassblower etc to handle their respective materials. I think trying to come up with interesting skills to use to avoid/charms disarm a trap can then help you include a wider range of traps in your world, rather than just the old spike pits and trip wires.
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I understand that Thieve's Tools are often used for this, particularly because many traps include some sort of device, but what about a more makeshift trap like a simple rock fall or some sort of gravity-activated trap?
What would be the appropriate skill for something like this? I have a party that may be going into a real warren of crudely-dug underground tunnels with all manner of quickly-made traps. Tools aren't really going to be all that useful so what sort of Skill would be most appropriate to disarm such things?
Thanks in advance.
If you’re a person who’s okay with using regular Ability checks, I’d recommend either Dexterity or Intelligence, depending on the trap. Dexterity for anything that involves speed or manual finger work, while Intelligence would be used for traps that have a lot of moving parts to figure out.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Makes sense, thanks
Also, Sleight of Hand may be an appropriate skill for mechanical traps.
How would Sleight of Hand help for disarming a trap? It's a skill used for misdirection.
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There are plenty of traps that require reaching your hand into something dangerous. I think of the Indiana Jones sandbag swap as a sleight of hand.
Main reason I would lump lock-picking and trap disarming in with sleight of hand is that these are acts that realistically require training. If we don't assign a skill to the act, then even the most highly-trained rogue won't be able to use their proficiency bonus without thieves' tools by RAW.
I think that's by design though - without the Thieves Tools there's no way you're opening a lock, or disabling a complicated mechanism that's built into a chest.
You could probably pull the, "I have a hairpin" and maybe get to roll at disadvantage or something. :)
For me, I just let my players use their imagination and tell me what they're trying to do and how they're trying to do it, then I'll adjudicate what I think is reasonable (noting that cool things often get a bonus even if they're not especially factually correct).
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Disadvantage is situational in my mind while proficiency is general. I would run the situation exactly the way you mentioned, with proficiency and disadvantage.
So does chopping vegetables quickly or loading a crossbow quickly. Being good at legerdemain doesn't mean you're automatically proficient at every single task that involves finger dexterity.
Why is that a problem? Not all rogues are good at disarming traps and sometimes there's no skill that applies to an action. That's a feature, not a bug. Breaking chains is a matter of how strong you are; you can't get significantly better at it with practice. A straight DEX check still gives the rogue better chances than someone with bad dexterity.
A DM is always free to rule that a character is good at a specific task for whatever reason and let them apply their proficiency bonus on a case-by-case basis. I think you should have a better reason than wanting proficiency to apply to every roll though.
The Forum Infestation (TM)
You could consider mixing up the combinations of attribute and skill/tool for some types of trap. Dexterity (Theives' Tools) is all well and good for picking a lock or disarming a spring-loaded poison dart. For traps and snares out in the wilderness, maybe Dexterity (Survival). Dexterity with Nature, Arcana, Religion etc for traps involving plants or fungus, magic or ancient curses. Mix in some Intelligence or Investigation for the more complex puzzle stuff. Athletics or acrobatics even for a trap that needs the whole body to deal with it. I agree with Sleight of Hand being an option - I consider it to be a measure of sort of physical cunning rather than just pickpocketing. Alchemy tools to deal with exotic substances; Mason, Potter, Carpenter, Glassblower etc to handle their respective materials. I think trying to come up with interesting skills to use to avoid/charms disarm a trap can then help you include a wider range of traps in your world, rather than just the old spike pits and trip wires.