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:* True, the ability to mark traps as not disarmable is not mentioned in the article. I'll add that. --[[User:The Krit|The Krit]] 17:15, 20 April 2009 (UTC)
 
:* True, the ability to mark traps as not disarmable is not mentioned in the article. I'll add that. --[[User:The Krit|The Krit]] 17:15, 20 April 2009 (UTC)
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The barrier preventing a wiz (or sorc) from recovering traps with DCs over 35 is the rogue-detection limitation. However, possessing the pixie to detect and flag one of these will allow the wiz to recover it once the possession is halted (with ample Disable trap skill level and a pixie of high enough Search level to detect it). Not a particularly remarkable exception but these 2 classes do have an innate ability to handle high DC traps beyond all other classes than rogue by emulating one. The vanilla [[Find traps]] spell makes this all unnecessary, however, for any class with the ability to cast the spell or use an item that contains it... unless the goal is to recover them for later use. --[[User:Iconclast|Iconclast]] 02:30, December 23, 2011 (UTC)
   
 
== Examane traps ==
 
== Examane traps ==

Revision as of 02:30, 23 December 2011

Recover DC

As posted and confirmed on the forum that

recovering trap DC = 10 + disarming DC

In this the Grimoire is wrong too, do we need another confirmation? I havent added this info yet cause I don't really understand it. -- Chrominium 09:27, 27 Oct 2005 (PDT)

  • I'll confirm and change. (I've played enough Rogues to know that it is much more difficult to recover a trap than to disable it.) --The Krit 12:48, 19 Nov 2005 (PST)

Synergy

Regarding the disable trap and set trap synergy, does this depend on base ranks or modified ranks? Harleyquin 11:25, 7 Dec 2005 (PST)

  • Base ranks. Your modified skill is called "skill", not "ranks". (And I have checked this in game.) --The Krit 20:19, 21 Dec 2005 (PST)

Non-rogues

Regarding the special comment, would a wizard with high intelligence and enough points in disable trap be able to disarm traps with DCs over 35? Harleyquin 11:21, 5 January 2006 (PST)

  • There is a special factor in disabling a trap with a DC of over 35 that makes it impossible to disable if you don't have at least 1 Rogue level regardless of one's Disable Traps skill. --Countess Terra 13:02, 5 January 2006 (PST)

spectacular failure, find traps spell

As far as I know a spectacular failure can happen only if you're in combat. The Find Trap spell will remove traps regardless of the DC (perhaps worth a note). --Kamiryn 01:06, 6 January 2006 (PST)

Disable trap buffs?

Do any buffs help the disable trap ability? Intelligence? Dexterity? Does this vary from PW to PW? Worth a comment?

  • The page does say Intelligence. GhostNWN 09:43, 26 April 2006 (PDT)

Rogue only?

Someone added the following:

Any character with a high enough skill can Recover any trap, even if the DC to Disable the trap is 35+.

Is that true? I thought only rogues could handle traps with DC 35+. -- Alec Usticke 21:34, 3 August 2006 (PDT)

  • I ran some tests. Apparently the "disarm" and "handle" are not interchangable. I wonder if that's a bug or design? I'll submit a bug report on it and let BioWare decide. --The Krit 07:32, 23 August 2006 (PDT)
  • I have these findings
Some traps can be marked not disarmable. If this is the case, these traps cannot be disabled or recovered by the character but can be flagged and examined provided the search DC is met.

Some traps are marked disarmable. If this is the case a non-rogue can see the trap only if the search DC is 35 or less. If he detects it and the disable DC is 36 or above they cannot be disabled, but can be flagged, examined, and recovered.
WhiZard 20:56, 4 April 2009 (UTC)
  • True, the ability to mark traps as not disarmable is not mentioned in the article. I'll add that. --The Krit 17:15, 20 April 2009 (UTC)

The barrier preventing a wiz (or sorc) from recovering traps with DCs over 35 is the rogue-detection limitation. However, possessing the pixie to detect and flag one of these will allow the wiz to recover it once the possession is halted (with ample Disable trap skill level and a pixie of high enough Search level to detect it). Not a particularly remarkable exception but these 2 classes do have an innate ability to handle high DC traps beyond all other classes than rogue by emulating one. The vanilla Find traps spell makes this all unnecessary, however, for any class with the ability to cast the spell or use an item that contains it... unless the goal is to recover them for later use. --Iconclast 02:30, December 23, 2011 (UTC)

Examane traps

What info do you get when you examane traps? Is it just bare bones info? Do you get better info the better your roll vs the DC? Should this info be put into the article? Grom56 03:49, 25 July 2009 (UTC)

  • You are told the type of trap (frost, holy, etc.) and the strength (minor, average, etc.) and are given some nice flavor text describing the mechanism. (Just try it in the game to see what the text is. Maybe grab a screenshot while you're at it.) How much your die roll beats the DC does not matter. --The Krit 16:27, 25 July 2009 (UTC)
  • Thanks TK. I'll do that next time I'm in game with a Rogue. Grom56 02:53, 26 July 2009 (UTC)

Flagging vs. Detecting

If a rogue detects an epic trap and then flags it, can a non-rogue member of his party recover the flagged epic trap assuming that member has achieved an adequate Disable trap skill level by some means? This eventuality/scenario is virtually impossible for me to test without assistance. --Iconclast 10:40, December 4, 2011 (UTC)

  • First, not impossible to test. There are two unrelated DCs involved; the DC to detect the trap has no relation to the DC to disable it. So you could give an epic trap a detection DC of, say, 1, which should have the same result as having it be flagged by a rogue. Leave the disable DC alone, and you have the scenario you want. Second, any class can recover any trap: "The special prohibition involving rogues only applies to disarming a trap. Any class can successfully examine, flag, or recover any trap, provided the skill check is passed." So, sure, the non-rogue could recover it. --The Krit 11:23, December 4, 2011 (UTC)
So... the way you've described this, Flagged=Visible=Detected. Though I've flagged traps before I have never been in a party where someone else has, so would be unaware if there is a difference between flagged and detected. That would mean that a flagged trap can be assessed or recovered by any of the non-rogue members of the party, right? Like I stated, it is impossible for me to simulate encountering a trap flagged by a member of my party to notice any difference (unless I could get some help via LAN or MP elsewhere). But if they (flagged/visible/detected) are all terms for the identical trap status, then there is no issue for me any longer, TK.--Iconclast 17:57, December 5, 2011 (UTC)
  • Well, transitivity might fail somewhere in that equation (does flagged=detected? I forget what happens if the flagger leaves the party), but roughly that is the gist. If a trap is detected by the search skill, that trap becomes visible. If a trap is flagged by a party member, that trap becomes visible. If a script decides to mark a trap as visible, that trap becomes visible. If you turn on DebugMode, all traps become visible. In all of these scenarios, the trap becomes visible, and being visible is one of the two requirements for the trap-handling radial menu to be enabled. (The other is having skill in disabling locks.)
    In fact, "being visible" seems to be a stronger requirement than one might initially think. Sometimes, a floor trap ends up partially under the surface of the floor, resulting in only part of the trap showing up as red (or green) to the player. Well, it is only that red (or green) portion that can be used to access the trap-handling radial menu. You can click elsewhere within the trap's boundary (i.e. the part hidden under the floor/ground), but you don't get the trap menu even though there is a known trap there -- the trap is nominally visible, but with something (the floor) between it and your viewpoint, it cannot be seen. (It can still be triggered at that position though.) Eh, there are some other screwy, uncommon factors involved, but basically, if you (the player) can see it, then you (through your PC) can try to disarm it, but only where you (the player) see it. --The Krit 20:20, December 5, 2011 (UTC)
  • I had a stray thought, related to this but not pressing enough for me to want to try it out right now. Suppose someone were to run the dedicated server with the "one party only" option. That person then logs in with a rogue who flags a trap (detect DC over 35 so rogue levels are required) then logs out. Next, without shutting down the server, the person logs in with a different character (no rogue levels so the trap is undetectable with the search skill). In one sense, the two PCs are in the same party because of the server setting, even though they were never logged in at the same time. Would this be enough for the second PC to benefit from the first one flagging the trap? Don't know. --The Krit 22:53, December 20, 2011 (UTC)