Like almost every GM on the planet, I’ve got house rules. Some I use and some I just tinker with to sate my insane lust for design. For a long time with 3.5 D&D and then Pathfinder I never really thought about how adventurers find and remove traps. It was always a given that the party’s rogue would take care of that kind of thing—I never really wondered how rogues actually disable magic traps.
But—thinking about it—isn’t it more logical and thematic to assume wizards deal with magical traps and rogues deal with mundane traps? Sure, as the game stands now wizards can use dispel magic to overcome such obstacles, but it seems more appropriate to assume a wizard can defeat such traps by using their magical knowledge to undo their very essences (as I recall—for example—this kind of thing happens quite often in the Magician series by Raymond E. Feist).
So, with that in mind, I’m suggesting this alternative rule for Pathfinder. Note that with this system, the DC of magical traps remains the same as dictated by the core rules.
Make the following modifications to the rogue’s class features:
- Trapfinding: Rogues lose the ability to disarm magic traps using Disable Device. They retain the ability to disarm mundane traps.
- Rogue Talent: The rogue gains an additional rogue talent at 1st-level.
Wizards gain the following class feature at 1st-level:
- Remove Wards: A wizard can use Spellcraft in conjunction with detect magic to disable magical traps. It takes 2d4 rounds to attempt to disable a magical trap. The wizard must be adjacent to the magical trap to attempt this check. If the wizard fails the check by five or more, the trap activates.
What Do You Think?
Is this a terrible idea? Am I on to something? Let me know in the comments below.
Please note: I reserve the right to delete comments that are offensive or off-topic.