Author Topic: The Role of the Fighter in a Party  (Read 72610 times)

Offline Basket Burner

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Re: The Role of the Fighter in a Party
« Reply #160 on: November 17, 2011, 11:34:48 AM »
Ahem. So veekie, or anyone else interested. About the manner in which parties deal with traps?

Well, on this one I have to agree with you - as written, the trap rules are an absolute mess.  Even a factotum has a fairly hard time hitting some of the difficulties.  (and can't miss others)   Of course, that is kind of a two fold thing - the CR system being broken, and a good many DMs insisting that mundanes can't really disable magic traps.

Hitting the DCs is only the beginning. Sure, it's a steep uphill battle to make up the full 11 point difference between taking 10 with max ranks and the DCs you need to hit when all of that has to come from Int or other bonuses, and most of them mean making your character worse at the things that really matter just to be a bit better with the things that don't, something that is inherently suboptimal.

Even when you do that though, it's a full round per 5 foot square, so it still takes over 2 minutes to search a 10 x 10 x 10 room. It also takes 2-8 rounds to disable anything you do find.

So if there is anything else in the general area, they've heard the combat and had plenty of time to prepare and investigate before you are done. And the loss of buff duration time of course.

You're better off just taking the trap which still might alert them, but will at least result in there being far less time between triggering the alarm and dealing with those that were alarmed. That directly translates into numerical advantages, as you have more buffs and they have less buffs.

Offline Nachofan99

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Re: The Role of the Fighter in a Party
« Reply #161 on: November 17, 2011, 11:56:31 AM »
To try and bring the thread back to the OP but continue the trap discussion, how does a Fighter deal with traps?  Dungeoncrasher is a weak solution - but what about hiding behind Ye Olde Tower Shield?  Even a 30gp ordinary one.  Quite a few traps just kill the shield and no one else.  That seems like a decent solution. 

Again, it's not perfect.  It's not bending time and space or going back in time to kill NPCs before they were born, but it's pretty effective considering the amount of resources spent.  It does not stop all traps, in all ways, at all times. I bolded that section for easier reading.  But it's something that the Fighter can do without taking a -10 ACP because he has Tower Shield prof, and it's about the only useful thing a Fighter can do for a party regarding traps.

The class is inarguably weaker than most others - but if someone is not going to use absolutely everything the class has to offer (which admittedly is not an incredibly huge amount in comparison to other classes) and still complain about how weak the class is I find fault with their logic.

Regarding Tower Shield RAW
(click to show/hide)


Offline Mooncrow

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Re: The Role of the Fighter in a Party
« Reply #162 on: November 17, 2011, 12:32:31 PM »
To try and bring the thread back to the OP but continue the trap discussion, how does a Fighter deal with traps?  Dungeoncrasher is a weak solution - but what about hiding behind Ye Olde Tower Shield?  Even a 30gp ordinary one.  Quite a few traps just kill the shield and no one else.  That seems like a decent solution. 

Again, it's not perfect.  It's not bending time and space or going back in time to kill NPCs before they were born, but it's pretty effective considering the amount of resources spent.  It does not stop all traps, in all ways, at all times. I bolded that section for easier reading.  But it's something that the Fighter can do without taking a -10 ACP because he has Tower Shield prof, and it's about the only useful thing a Fighter can do for a party regarding traps.

The class is inarguably weaker than most others - but if someone is not going to use absolutely everything the class has to offer (which admittedly is not an incredibly huge amount in comparison to other classes) and still complain about how weak the class is I find fault with their logic.

Regarding Tower Shield RAW
(click to show/hide)

Sorry, that was supposed to be my next point, but I had to leave :p  Yeah, fighters make one of the better trapspringers, at least until you get a caster that can spam the Summon Elemental reserve feat. 

Of course, by CR 10, you supposedly have 9th level spells being thrown at you from traps, several of which make trapspringing a hell of a lot deadlier - good luck on every member of the party surviving that DC 23 save on a wail of the banshee trap.  (potentially at level 6, if this is your CR +4 encounter)
« Last Edit: November 17, 2011, 12:42:01 PM by Mooncrow »

Offline Basket Burner

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Re: The Role of the Fighter in a Party
« Reply #163 on: November 17, 2011, 12:53:24 PM »
Fighters are squishy. Not as squishy as Rogues, but still not the person you want setting off your traps.

I figured someone would eventually bring up the CR 10 trap thing, but that's not a big deal either. DC 23 is right around what you'll be getting hit with at level 10 anyways (though it's likely any caster will get off more than one spell) and while it's unlikely that spell will be Wail of the Banshee, it's still going to be something that screws you over if it lands. For that reason, you're already going to be boosting saves, part of which is accounted for by those buffs you are trying to preserve. Hitting +21 on the entire party at level 10? Not especially difficult. You can hit 10-13 at level 6 extremely easily, and then you get +4 just by accounting for the level difference, without accounting for what actually and directly comes with those levels such as better resistance items and spells, etc. I know this because that's exactly what the entire party is doing right now, and because many other games in a similar range manage similar numbers. Of course that assumes the party knows what they are doing, but if they don't they should be more concerned about a super buffed caster destroying their weak saves selves than springing a trap that is entirely nullified by a simple Silence anyways.

At level 6, the trap will most likely kill half the party. I have to wonder just what sort of enemy that is level appropriate for level 6 characters would have the resources to make a trap out of a 9th level spell, but they could still deal with it with a simple Silence. Trapfinding, however would most likely be unable to find or remove the trap even on a natural 20.

It is also worth mentioning that the tower shield fetish guy is no better able to deal with this than most, and is actually worse than most as he'd only have +9 or so... which is on the lower end of the range. Tied with the no Con bonus race Wizard who didn't try that hard. Mostly because he has that Concentration instead of Fort save item.

Offline veekie

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Re: The Role of the Fighter in a Party
« Reply #164 on: November 17, 2011, 01:48:18 PM »
Firstly, the trap rules are screwy, no doubts about it.
Using optimized traps is basically a damage/debuff tax(you might as well set the air on fire, it deals less damage), so there might be something to dealing with it for a houserule project. But thats for another discussion.
Additionally, if published modules are any indication. Players do not encounter individual level appropriate traps. They are usually at below the party's level, but accounted for as terrain difficulties.

Secondly, lets just grab the highest DC, CR 10 stock traps from the SRD(just for the sake of discussion, because you should be taking the 'upgrading traps' rule with the same pinch of salt that the dissociated classes rule for monster CR use). Assume said traps are blocking access to a place you'd like to explore.
Mechanical - Search DC 22, Disable DC 25. All traps in this category can be detected and disarmed with taking 10 and no equipment. Skill bonus is 13+Int(usually 2 on a rogue, you want those points). Masterwork tools add another +2, giving a bit more safe margin.
-Crushing Room, avoiding it is possible due to the 2 round onset, triggering it does not remove the trap. Damage averages to 56, but the large number of dice and targets mean you'd probably lose one characters to a high roll if not avoided. Passive buffs do not help significantly, you'd need a spell slot for this.
-Crushing Wall, impossible to avoid, since it's location based, automatic reset, and autohits for average 63 damage. Spamming minions at it will be entertaining but futile as far as getting past it go. Likewise for passive buffs, you'd also need a spell slot for this.
-Poisoned Spiked Pit, easy to avoid(first sucker blows it, then you bridge or fly over). No resources needed once detected.

Magical - Search/Disarm DC 34. Theres a gap of 7 points(assuming maxed ranks, +2 Int, and masterwork tools). Throw in a +5 skill item(which is reasonably cheap for a level 10 PC) and one other PC taking 10 on Aid Another, and you beat it automatically. Use Detect Magic instead to save on one skill if you like.
-Energy Drain. Tankable, if you know where it is, you can pop out a Tower Shield to completely ignore it, or use the more expensive method of anti negative energy buffs(which aren't cheap at level 10)
-Forcecage and Summon Monster VII trap. Vastly annoying if triggered due to the Forcecage, it also automatically resets. You'd have to bypass the area entirely or try to dispel it(the trigger is merely an alarm).
-Wail of the Banshee Trap. I get the feeling that unless you somehow are going around with 1 copy of a short duration buff on every party member, you'd not like this one. :) The area is large enough to catch the entire party in typical dungeon conditions, even if you're using a minion to scout.

So...not so bad. Though of course the best trapfinder would be an Unseen Seer who can get his familiar to provide the necessary Aid Another, and incidentally has enough Int to not require the damned item. The rogue can still pass.
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Offline Halinn

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Re: The Role of the Fighter in a Party
« Reply #165 on: November 17, 2011, 01:58:50 PM »
... one other PC taking 10 on Aid Another ...

Minor nitpick: you can't take 10 on aid another.

Offline veekie

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Re: The Role of the Fighter in a Party
« Reply #166 on: November 17, 2011, 02:08:45 PM »
Oh, right, forgot that. Then get the whole party to help roll Aid Another. One of them's going to roll above 10.
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Offline Basket Burner

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Re: The Role of the Fighter in a Party
« Reply #167 on: November 17, 2011, 02:30:29 PM »
Firstly, the trap rules are screwy, no doubts about it.
Using optimized traps is basically a damage/debuff tax(you might as well set the air on fire, it deals less damage), so there might be something to dealing with it for a houserule project. But thats for another discussion.

Optimized? Absolutely every trap I assumed has been stock DMG stuff. Magic traps are CR 1 + spell level, DC 25 + spell level. I described this as DC 24 + CR, which amounts to the same thing. Either way, you're not finding them by trapfinding, which is good in a way because that's too slow.

Quote
Additionally, if published modules are any indication. Players do not encounter individual level appropriate traps. They are usually at below the party's level, but accounted for as terrain difficulties.

If they are below the party's level, they are still most likely out of bounds but do even less, so you have even more reason to just run through and take them.

Quote
Secondly, lets just grab the highest DC, CR 10 stock traps from the SRD(just for the sake of discussion, because you should be taking the 'upgrading traps' rule with the same pinch of salt that the dissociated classes rule for monster CR use). Assume said traps are blocking access to a place you'd like to explore.
Mechanical - Search DC 22, Disable DC 25. All traps in this category can be detected and disarmed with taking 10 and no equipment. Skill bonus is 13+Int(usually 2 on a rogue, you want those points). Masterwork tools add another +2, giving a bit more safe margin.

None of the mechanical traps are threatening, so you just run through those.

Quote
-Crushing Room, avoiding it is possible due to the 2 round onset, triggering it does not remove the trap. Damage averages to 56, but the large number of dice and targets mean you'd probably lose one characters to a high roll if not avoided. Passive buffs do not help significantly, you'd need a spell slot for this.

Two rounds is plenty though, so you likely avoid it entirely. It is also extremely unlikely to kill anyone, even if entirely unprotected (if it did kill someone, the most likely victim is the Rogue). Also raises the question of what the trigger is. If a pressure plate, you're level 10. Why are you standing on the ground?

Oh, it tells you what the trigger is.

Quote
Location

A location trigger springs a trap when someone stands in a particular square.

It doesn't specifically say on the ground, but barring the mention of sensors and the like (that are a separate entry) it is the only conclusion that can be drawn.

Quote
-Crushing Wall, impossible to avoid, since it's location based, automatic reset, and autohits for average 63 damage. Spamming minions at it will be entertaining but futile as far as getting past it go. Likewise for passive buffs, you'd also need a spell slot for this.

Mildly more interesting, except that it also involves standing on the ground. It also acts as an example of why all caster parties are better at this, as it is easier to get it to where no one is standing on the ground, which you would do anyways.

Quote
-Poisoned Spiked Pit, easy to avoid(first sucker blows it, then you bridge or fly over). No resources needed once detected.

Very obviously requires standing on the ground. Need I say more?

I will anyways. The fall damage does about nothing, even if you actually do fall, which requires that you not be flying, and roll a 1 on the save, and no one has feather fall. Then the spikes most likely don't hit, and if they do they do even less damage than the fall, and has a poison that would be about level appropriate except that at this level there is a decent chance you're immune to poison. It's not 100%, that doesn't happen for 1 more level, but it is possible that you are.

Quote
Magical - Search/Disarm DC 34. Theres a gap of 7 points(assuming maxed ranks, +2 Int, and masterwork tools). Throw in a +5 skill item(which is reasonably cheap for a level 10 PC) and one other PC taking 10 on Aid Another, and you beat it automatically. Use Detect Magic instead to save on one skill if you like.

Thieves' Tools affect DD, not Search. Two +5 items are consuming a bit over 10% of your wealth just to deal with traps slowly and badly, because you're still down 4 search and 2 DD.

Quote
-Energy Drain. Tankable, if you know where it is, you can pop out a Tower Shield to completely ignore it, or use the more expensive method of anti negative energy buffs(which aren't cheap at level 10)

It still hits the tower shield fetish guy. Either way, you can deal with it via Death Ward (semi standard at this level since a fair number of effects are blocked by it, works great as long as you don't goof around and waste it), Ray Deflection, or simply buffing touch AC to deal with the mere +8 to hit that it has. In other words, all things you do by running through the trap.

Quote
-Forcecage and Summon Monster VII trap. Vastly annoying if triggered due to the Forcecage, it also automatically resets. You'd have to bypass the area entirely or try to dispel it(the trigger is merely an alarm).

There are enough short distance teleports out there that this isn't a problem.

Quote
-Wail of the Banshee Trap. I get the feeling that unless you somehow are going around with 1 copy of a short duration buff on every party member, you'd not like this one. :) The area is large enough to catch the entire party in typical dungeon conditions, even if you're using a minion to scout.

Dealt with by standard save boosting tactics, as described before. Alternately, a simple Silence lets you ignore it entirely. Remember that the goal is to move as quickly as possible, so you are as prepared as possible while the enemy is as unprepared as possible. Know what else helps with that? Cast Silence on a coin. If your hand is closed, it blocks line of effect. If your hand is open, it doesn't. So you can turn it on and off at will as a free action. It just so happens to negate the spell you'd resist 95% of the time anyways as well.

Quote
So...not so bad. Though of course the best trapfinder would be an Unseen Seer who can get his familiar to provide the necessary Aid Another, and incidentally has enough Int to not require the damned item. The rogue can still pass.

At that point, you have someone that made themselves worse at what matters to do something that does not matter.
« Last Edit: November 17, 2011, 02:34:35 PM by Basket Burner »

Offline veekie

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Re: The Role of the Fighter in a Party
« Reply #168 on: November 17, 2011, 03:59:18 PM »
For all the location triggers, they could very well be a door(its a surface you must interact with), and that is a lot of Overland Flights you're using to get airbourne at level 10. However, RAW, they trigger while you're in a square, which could just as well be a suspended trip wire(which you may note is also a location trigger).

For the skill checks, Masterwork Tools. An easy +2, even for Search(glasses, etc). And yes, its a whole 10% of wealth, except if you're the designated trapfinder, you'd be spending your non-combat wealth on these things anyway and you only really need the Search item(because casters cannot take countermeasures against traps they don't know are there).
 
Taking 10+13(ranks)+2(int)+2(Mw)+5(competence) = 32, which finds all but one of the traps automatically, and you can throw in a party member assist to cover that one(your party IS combining their search bonuses via using Aid Another after all, it costs nothing).

Enervation meanwhile, does not ignore total cover. It also does nothing to objects. Tower Shields can be set to grant total cover while you shuffle past the laser port that does nothing to the shield.

Nobody is saying a caster can't do it as well, but if you have a rogue in the party, use him. Just like the fighter. They may not be the best solution, but they are a solution.
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Offline Basket Burner

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Re: The Role of the Fighter in a Party
« Reply #169 on: November 17, 2011, 04:09:27 PM »
For all the location triggers, they could very well be a door(its a surface you must interact with), and that is a lot of Overland Flights you're using to get airbourne at level 10. However, RAW, they trigger while you're in a square, which could just as well be a suspended trip wire(which you may note is also a location trigger).

Overland Flight, Air Walk... there are many methods. If the trigger is a door, you might set it off once but no more than that, and it isn't a big deal if you do. If it's a trip wire, you can probably have the Druid find it with Spot or something. Then as a free action, he says fly higher/lower, and everyone does and moves by with zero wasted time. It's also a specific square.

Quote
For the skill checks, Masterwork Tools. An easy +2, even for Search(glasses, etc). And yes, its a whole 10% of wealth, except if you're the designated trapfinder, you'd be spending your non-combat wealth on these things anyway and you only really need the Search item(because casters cannot take countermeasures against traps they don't know are there).

Without the Disable Device item, you set the trap off on yourself constantly. Even with it you still do without other bonuses. Either way that 5k is coming out of your saves or stats or something.
 
Quote
Taking 10+13(ranks)+2(int)+2(Mw)+5(competence) = 32, which finds all but one of the traps automatically, and you can throw in a party member assist to cover that one(your party IS combining their search bonuses via using Aid Another after all, it costs nothing).

It doesn't cover any of the magical traps, which are the ones that are actually dangerous, and that might actually be set off.

Quote
Enervation meanwhile, does not ignore total cover. It also does nothing to objects. Tower Shields can be set to grant total cover while you shuffle past the laser port that does nothing to the shield.

The door is inferior to an actual door, in that you can still be targeted by the spell.

Quote
Nobody is saying a caster can't do it as well, but if you have a rogue in the party, use him. Just like the fighter. They may not be the best solution, but they are a solution.

If you use him, you do all of the following:

1: Waste important buff time on yourself.
2: Give the enemies plenty of buff and mobilizing time.
3: Still set off the trap the hard way.

At least when the Fighter is a spell sink, he's doing something. Not enough to compensate for his cost, but something positive to at least attempt to compensate, so even though you are better off throwing the buffs on a better chassis he's at least trying. Paying attention to trapfinding, as a Rogue, Factotum, Artificer... anything is the trap you should be finding. And you disarm it by simple avoidance, as in ignoring those skills.

About the only thing more screwed up than trap skills is lock skills. What do you think about needing to roll a natural 30 to open at level locks? Anyone?

Offline Nachofan99

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Re: The Role of the Fighter in a Party
« Reply #170 on: November 17, 2011, 04:19:56 PM »


Quote
Enervation meanwhile, does not ignore total cover. It also does nothing to objects. Tower Shields can be set to grant total cover while you shuffle past the laser port that does nothing to the shield.

The door is inferior to an actual door, in that you can still be targeted by the spell.


Traps are not spellcasters.  Therefore, Traps do not ignore total cover from a Tower Shield because only Spellcasters can target someone using a Tower Shield for cover by targeting the Tower Shield.  RAW.
« Last Edit: November 17, 2011, 04:41:05 PM by Nachofan99 »

Offline Jackinthegreen

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Re: The Role of the Fighter in a Party
« Reply #171 on: November 17, 2011, 04:45:56 PM »


Quote
Enervation meanwhile, does not ignore total cover. It also does nothing to objects. Tower Shields can be set to grant total cover while you shuffle past the laser port that does nothing to the shield.

The door is inferior to an actual door, in that you can still be targeted by the spell.


Traps are not spellcasters.  Therefore, Traps do not ignore total cover from a Tower Shield because only Spellcasters can target someone using a Tower Shield for cover by targeting the Tower Shield.  RAW.

Quoting because last I checked BB had Nacho on ignore.  Seriously, who can ignore a nacho?  Mmm, nachos.

Offline Basket Burner

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Re: The Role of the Fighter in a Party
« Reply #172 on: November 17, 2011, 04:52:41 PM »
I put people on ignore for a reason you know... and that's a good part of it. That's only marginally less intelligent than 2nd edition having a Fireball have different saves based on if it comes from a Wizard, a staff, or something else.

Especially when it is based on:

Quote
The shield does not, however, provide cover against targeted spells

Which is very clear cut. It then goes on to specifically say a spellcaster can cast a spell on you by targeting your shield. Context matters.

The first part is a direct statement. Targeted spells (such as Energy Drain) can still hit you. The second is an example/elaboration.

Unless you would like to argue that if the spellcaster holds a staff of energy drain, he can't hit the doorstop but he can if he casts the spell himself? I suspect he will, but then I won't notice.

Offline Nachofan99

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Re: The Role of the Fighter in a Party
« Reply #173 on: November 17, 2011, 06:08:46 PM »
PHB and SRD Full Rules:

"The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding."
 
Keep in mind that a Tower Shield never grants "Cover" - it either grants "Total Cover" or nothing.  Obviously Total Cover is specific form of cover, and Specific trumps general.  RAW.

Normally you cannot be affected at all, however, a Spellcaster can target you by targeting the shield you are holding.  A Trap has no such specific exception.

When we read Total Cover it mentions that you cannot make an attack against anyone with Total Cover.  The Tower Shield rules are mentioning a specific exception to that; spellcasters can target the Shield in this case.  It's a pretty clear cut case of specific overrides general and that the second statement is clearly modifying the first.

In the case of someone using a Staff/Wand/Magic item, I guess what it looks like at *absolute first glance* is that - a spellcaster using a magic item to target a tower shield guy operates A OKAY - but a non-spellcaster using a magic item to do the same thing is SOL.  Again, *first glance.*  Not saying I'm even 50% sure on this one, just throwing it out there. 
« Last Edit: November 17, 2011, 06:14:10 PM by Nachofan99 »

Offline X-Codes

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Re: The Role of the Fighter in a Party
« Reply #174 on: November 17, 2011, 07:08:33 PM »
Tower Shields -> Cover rules are even more screwy than Trap rules.  IMO, Tower Shields shouldn't even be treated as normal shields, they're more like temporary, movable walls.

In any case, an optimized trapspringer has a search bonus more like...

Taking 10 + 13 (ranks) + 3 (Int) + 2 (MW Tool) + 2 (Racial) + 2 (Insight from Instant Search) + 5 (Competence from enhanced tools) = 37

Offline veekie

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Re: The Role of the Fighter in a Party
« Reply #175 on: November 18, 2011, 12:57:08 AM »
^^
Get the whole party in on the Searching too. While you take 10, they randomly add 0-6 to your bonus, depending on Int.

All that makes for low per-trap cost in a dungeon crawl yeah, since its a skill check you basically automake. Just scan for traps at chokepoints(why the heck would a module designer place traps where nobody's going to step? If its going to be in regular use there'd be ways to arm and disarm them as well), and systematically dismantle them.
Everything is edible. Just that there are things only edible once per lifetime.
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Offline Solo

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Re: The Role of the Fighter in a Party
« Reply #176 on: November 18, 2011, 01:01:12 AM »
Quote
In the case of someone using a Staff/Wand/Magic item, I guess what it looks like at *absolute first glance* is that - a spellcaster using a magic item to target a tower shield guy operates A OKAY - but a non-spellcaster using a magic item to do the same thing is SOL.  Again, *first glance.*  Not saying I'm even 50% sure on this one, just throwing it out there. 
You know, I'm tempted to interpret the statement
Quote
The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding.
as being in the format of "ruling; example."
"I am the Black Mage! I cast the spells that makes the peoples fall down."

Offline Basket Burner

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Re: The Role of the Fighter in a Party
« Reply #177 on: November 18, 2011, 07:23:08 AM »
Quote
In the case of someone using a Staff/Wand/Magic item, I guess what it looks like at *absolute first glance* is that - a spellcaster using a magic item to target a tower shield guy operates A OKAY - but a non-spellcaster using a magic item to do the same thing is SOL.  Again, *first glance.*  Not saying I'm even 50% sure on this one, just throwing it out there. 
You know, I'm tempted to interpret the statement
Quote
The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding.
as being in the format of "ruling; example."

Exactly. It would be akin to arguing that because the Monk is constantly described with female specific pronouns that all Monks must be female. Context makes it apparent though that that is because Ember, the iconic Monk is female and despite the lack of he, him etc there is nothing stopping Monks from being male.

Just as it is reasonable to assume that a spell is coming from a spellcaster, but it can also come from other things. Such as an item. Or a trap. In such a case, the trap targets him anyways, 1d20+8 vs touch AC of the doorstop, and either hits or does not hit. The doorstop plays no role in any part of this, as Shield Ward was not mentioned at any point and neither was Ghost Ward. As it is likely his touch AC is rather low, he is not the best person to be setting off the trap.

Offline StreamOfTheSky

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Re: The Role of the Fighter in a Party
« Reply #178 on: November 18, 2011, 04:04:48 PM »
^^
Get the whole party in on the Searching too. While you take 10, they randomly add 0-6 to your bonus, depending on Int.

All that makes for low per-trap cost in a dungeon crawl yeah, since its a skill check you basically automake. Just scan for traps at chokepoints(why the heck would a module designer place traps where nobody's going to step? If its going to be in regular use there'd be ways to arm and disarm them as well), and systematically dismantle them.

I was always under the impression that in order to aid another, the aider has to actually be capable of attempting the skill himself (in this case, "have trapfinding").  If it's a high DC trap, the party Wizard can't aid another on your Search check anymore than a riding dog animal companion could aid his druid at diplomacy.

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Re: The Role of the Fighter in a Party
« Reply #179 on: November 18, 2011, 04:13:20 PM »
^^
Get the whole party in on the Searching too. While you take 10, they randomly add 0-6 to your bonus, depending on Int.

All that makes for low per-trap cost in a dungeon crawl yeah, since its a skill check you basically automake. Just scan for traps at chokepoints(why the heck would a module designer place traps where nobody's going to step? If its going to be in regular use there'd be ways to arm and disarm them as well), and systematically dismantle them.

I was always under the impression that in order to aid another, the aider has to actually be capable of attempting the skill himself (in this case, "have trapfinding").  If it's a high DC trap, the party Wizard can't aid another on your Search check anymore than a riding dog animal companion could aid his druid at diplomacy.

Druid: ...So how about helping us out?
Lassie: Woof!