Wednesday, July 8, 2020

House Rule: Thieves’ Ability: Find/Disarm Traps

I have an adventure I'm working on that relies heavily on the theives' ability to find/remove traps. I've really put some thought into the traps themselves, and don't want to have that dismissed by a binary (fail/pass) roll to discover the trap. So I developed these tables based on the Cleric's Turning table, but using 3d6 instead of 2d6.

I prefer the 3d6 probability curve better than 2d6 or 1d20. It's why when I do attribute checks, I have player roll under their stat on 3d6 (like The Fantasy Trip).

Should get a chance to break them in this weekend.