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	<id>http://wiki.alexissmolensk.com/index.php?action=history&amp;feed=atom&amp;title=Vol._1_-_Introducing_Gameplay</id>
	<title>Vol. 1 - Introducing Gameplay - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.alexissmolensk.com/index.php?action=history&amp;feed=atom&amp;title=Vol._1_-_Introducing_Gameplay"/>
	<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;action=history"/>
	<updated>2026-04-29T09:57:49Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=31334&amp;oldid=prev</id>
		<title>Bennettj: /* Attributes */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=31334&amp;oldid=prev"/>
		<updated>2026-04-22T16:33:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Attributes&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 16:33, 22 April 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l58&quot; &gt;Line 58:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 58:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Attributes ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Attributes ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;We begin by establishing the character&amp;#039;s physical and mental capacities. These are managed through six &amp;quot;attributes,&amp;quot; which are also sometimes described as &amp;quot;ability stats&amp;quot; or even simply &amp;quot;stats.&amp;quot; The multiplicity of terms indicates their importance in D&amp;amp;D. We should take a moment to remember that for our purposes, these attributes exist as game terms — over the years, all have accumulated cultural interpretations, but these must be directly set aside as they are irrelevant to understanding game play.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;We begin by establishing the character&amp;#039;s physical and mental capacities. These are managed through six &amp;quot;attributes,&amp;quot; which are also sometimes described as &amp;quot;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Ability Stats|&lt;/ins&gt;ability stats&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/ins&gt;&amp;quot; or even simply &amp;quot;stats.&amp;quot; The multiplicity of terms indicates their importance in D&amp;amp;D. We should take a moment to remember that for our purposes, these attributes exist as game terms — over the years, all have accumulated cultural interpretations, but these must be directly set aside as they are irrelevant to understanding game play.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Four of these stats describe physical characteristics: strength, constitution, dexterity and charisma. &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; is best described as prowess, boldness or spirit, as well as being physically brawny or muscular. &amp;#039;&amp;#039;&amp;#039;Constitution&amp;#039;&amp;#039;&amp;#039; describes health and, loosely, endurance — though parts of the latter are better attributed to strength. &amp;#039;&amp;#039;&amp;#039;Dexterity&amp;#039;&amp;#039;&amp;#039; best describes agility or nimbleness; the word&amp;#039;s relationship to craft, skill or common sense should be discounted in this context. &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; describes attractiveness and magnetism; in context, it can relate to the loyalty engendered in others, but that should be treated as secondary to the attribute&amp;#039;s direct meaning.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Four of these stats describe physical characteristics: strength, constitution, dexterity and charisma. &amp;#039;&amp;#039;&amp;#039;Strength&amp;#039;&amp;#039;&amp;#039; is best described as prowess, boldness or spirit, as well as being physically brawny or muscular. &amp;#039;&amp;#039;&amp;#039;Constitution&amp;#039;&amp;#039;&amp;#039; describes health and, loosely, endurance — though parts of the latter are better attributed to strength. &amp;#039;&amp;#039;&amp;#039;Dexterity&amp;#039;&amp;#039;&amp;#039; best describes agility or nimbleness; the word&amp;#039;s relationship to craft, skill or common sense should be discounted in this context. &amp;#039;&amp;#039;&amp;#039;Charisma&amp;#039;&amp;#039;&amp;#039; describes attractiveness and magnetism; in context, it can relate to the loyalty engendered in others, but that should be treated as secondary to the attribute&amp;#039;s direct meaning.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Bennettj</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30713&amp;oldid=prev</id>
		<title>Tao alexis: /* Move Silently */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30713&amp;oldid=prev"/>
		<updated>2026-01-20T22:00:20Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Move Silently&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 22:00, 20 January 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l932&quot; &gt;Line 932:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 932:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Move Silently ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Move Silently ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The skill expresses an ability to move with little sound and disturbance, even as an example across a squeaky wooden floor, thus enabling the thief to approach an area where an enemy is expected, increasing chances for surprise or as a means to approach in order to back stab; the ability calls out specifically the ability to bypass a guard or member of the watch. It&amp;#039;s assumed that most characters, when moving, tend to make a sufficient amount of noise to alert an enemy, but that the chance given is for the character to be &amp;quot;absolutely silent.&amp;quot;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With respect to &amp;quot;surprise&amp;quot; as it&amp;#039;s explained in the Players Handbook (p.103), following a statement that normally surprise occurs on a 1 or 2 on a d6, the text reads, &amp;quot;Assume the party of characters, moving silently and invisibly, comes upon a monster. They have 4 of 6 chances to surprise...&amp;quot; The text does not precisely explain this rule; we do not know if the 4 in 6 refers to moving silently or to &amp;quot;moving silently AND being invisible.&amp;quot; The choice of &amp;quot;invisible&amp;quot; as a word here is unfortunate; in context, it clearly does not mean actually being &amp;#039;&amp;#039;transparent&amp;#039;&amp;#039;, which is possible through magic in D&amp;amp;D, but is more probably a reference to &amp;quot;hide in shadows&amp;quot; which is discussed immediately after this section. In that case, is it &amp;quot;3 in 6&amp;quot; if only &amp;#039;&amp;#039;move silently&amp;#039;&amp;#039; is achieved, and the same if only hide in shadows is, and then 4 in 6 if both are, or is this actually a misreading of the text. This uncertainty is not addressed at all in the Dungeon Masters Guide.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We know from the elven ability to move silently, aforementioned, provides that people the ability to surprise 3 in 6 — however, that mechanic is not described as &amp;quot;absolute&amp;quot; silence, so even this does not provide a certain answer. It is a therefore a ruling only the DM can make.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There is a stipulation in the Dungeon Masters Guide that silent movement is the same as ordinary movement. It&amp;#039;s also stated that the DM should not inform the thief that the die failed — this follows a rule that directive in AD&amp;amp;D that the DM, not the player, should be the one making these die rolls, though the language throughout the books repeately is framed in a language style that conveys the idea of the character trying or attempting or saving themselves. Though in practice, in most games that are played, this rule that the DM should be rolling such dice is simply ignored.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In any case, the supposition here — that only the DM knows whether or not the player&amp;#039;s character has succeeded in moving silently — is used to support yet another gotcha example. In this case, it is supposed that while the character &amp;#039;&amp;#039;thinks&amp;#039;&amp;#039; they&amp;#039;re being silent, it permits a monster or would-be victim to cleverly wait for the oncoming character to come unknowingly closer. Of course, the monster or victim need make no roll to do this — and in any case, the idea that a thief, trained to move silently from a young age, cannot somehow tell when they&amp;#039;ve failed using their own ears, is a trifle ridiculous.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30712&amp;oldid=prev</id>
		<title>Tao alexis: /* Setting Traps */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30712&amp;oldid=prev"/>
		<updated>2026-01-20T21:23:29Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Setting Traps&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
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				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 21:23, 20 January 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l930&quot; &gt;Line 930:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 930:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Further, failure of success in setting up the trap is expressly described in AD&amp;amp;D as a way for the DM to arbitrarily adjudicate a chance for the thief character being injured, and the amount of injury damage. By our definition of &amp;quot;game rule,&amp;quot; this cannot be condoned. And should the player dare to employ poison in the making of the trap — again, an extremely common sort of trap to be found in game — then the character must risk being poisoned also. And it is specifically stipulated that the thief cannot wear gloves or protective handwear, in case a player should think of an obvious solution to this. Finally, the rules do allow generously that more than one attempt can be made to set a trap, if failure occurs.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Further, failure of success in setting up the trap is expressly described in AD&amp;amp;D as a way for the DM to arbitrarily adjudicate a chance for the thief character being injured, and the amount of injury damage. By our definition of &amp;quot;game rule,&amp;quot; this cannot be condoned. And should the player dare to employ poison in the making of the trap — again, an extremely common sort of trap to be found in game — then the character must risk being poisoned also. And it is specifically stipulated that the thief cannot wear gloves or protective handwear, in case a player should think of an obvious solution to this. Finally, the rules do allow generously that more than one attempt can be made to set a trap, if failure occurs.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== Move Silently ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30711&amp;oldid=prev</id>
		<title>Tao alexis: /* Setting Traps */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30711&amp;oldid=prev"/>
		<updated>2026-01-20T21:09:29Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Setting Traps&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 21:09, 20 January 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l927&quot; &gt;Line 927:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 927:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AD&amp;amp;D also supplies rules for setting traps, though this option is expressly not included or even referred to in the Players Handbook. The percentage chance of success in setting a trap is the same as finding or removing them. There is a section on setting traps to be found on page 20 of the Dungeon Masters Guide that isn&amp;#039;t very helpful. Poison needles and scything blades, both common in areas created by the dungeon master, are described here as &amp;quot;special,&amp;quot; along with &amp;quot;similar traps,&amp;quot; which is in no way definitive, that likely require &amp;quot;special mechanical components,&amp;quot; not defined, needing &amp;quot;specialists,&amp;quot; also not defined, to manufacture them (at a cost that is also not defined nor is there a time element that&amp;#039;s explained).&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AD&amp;amp;D also supplies rules for setting traps, though this option is expressly not included or even referred to in the Players Handbook. The percentage chance of success in setting a trap is the same as finding or removing them. There is a section on setting traps to be found on page 20 of the Dungeon Masters Guide that isn&amp;#039;t very helpful. Poison needles and scything blades, both common in areas created by the dungeon master, are described here as &amp;quot;special,&amp;quot; along with &amp;quot;similar traps,&amp;quot; which is in no way definitive, that likely require &amp;quot;special mechanical components,&amp;quot; not defined, needing &amp;quot;specialists,&amp;quot; also not defined, to manufacture them (at a cost that is also not defined nor is there a time element that&amp;#039;s explained).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The player wishing their thief to create a trap is told to provide the DM &amp;quot;a simple drawing to illustrate how the trap will function,&amp;quot; which the DM will then evaluate in terms of its capacity to injure while the trap is set up and modifications to the chance of success; obviously, the more &amp;quot;simple&amp;quot; the drawing, the wider the latitude of the DM in interpreting it. In any case, it is a breach of the game&amp;#039;s logic: the &amp;#039;&amp;#039;player&amp;#039;&amp;#039; is not a thief, the &amp;#039;&amp;#039;character&amp;#039;&amp;#039; is the thief. It should in no way be relevant whether or not the player knows anything about trap-setting &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or &lt;/del&gt;need to explain the process; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;there is simply no rationale for demanding the &lt;/del&gt;player produce &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;an &lt;/del&gt;out-of-game &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;engineering competence&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The player wishing their thief to create a trap is told to provide the DM &amp;quot;a simple drawing to illustrate how the trap will function,&amp;quot; which the DM will then evaluate in terms of its capacity to injure while the trap is set up and modifications to the chance of success; obviously, the more &amp;quot;simple&amp;quot; the drawing, the wider the latitude of the DM in interpreting it. In any case, it is a breach of the game&amp;#039;s logic: the &amp;#039;&amp;#039;player&amp;#039;&amp;#039; is not a thief, the &amp;#039;&amp;#039;character&amp;#039;&amp;#039; is the thief. It should in no way be relevant whether or not the player knows anything about trap-setting&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, nor should there be any &lt;/ins&gt;need to explain the process; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a &lt;/ins&gt;player &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;should never be required to &lt;/ins&gt;produce &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;any &lt;/ins&gt;out-of-game &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;demonstration for an existing character ability plainly stated as such in the rules&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Further, failure of success in setting up the trap is expressly described in AD&amp;amp;D as a way for the DM to arbitrarily adjudicate a chance for the thief character being injured, and the amount of injury damage. By our definition of &amp;quot;game rule,&amp;quot; this cannot be condoned. And should the player dare to employ poison in the making of the trap — again, an extremely common sort of trap to be found in game — then the character must risk being poisoned also. And it is specifically stipulated that the thief cannot wear gloves or protective handwear, in case a player should think of an obvious solution to this. Finally, the rules do allow generously that more than one attempt can be made to set a trap, if failure occurs.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Further, failure of success in setting up the trap is expressly described in AD&amp;amp;D as a way for the DM to arbitrarily adjudicate a chance for the thief character being injured, and the amount of injury damage. By our definition of &amp;quot;game rule,&amp;quot; this cannot be condoned. And should the player dare to employ poison in the making of the trap — again, an extremely common sort of trap to be found in game — then the character must risk being poisoned also. And it is specifically stipulated that the thief cannot wear gloves or protective handwear, in case a player should think of an obvious solution to this. Finally, the rules do allow generously that more than one attempt can be made to set a trap, if failure occurs.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30710&amp;oldid=prev</id>
		<title>Tao alexis: /* Find/Remove Traps */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30710&amp;oldid=prev"/>
		<updated>2026-01-20T21:05:33Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Find/Remove Traps&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 21:05, 20 January 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l918&quot; &gt;Line 918:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 918:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Find/Remove Traps ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Find/Remove Traps ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &amp;quot;trap&amp;quot; is defined by AD&amp;amp;D as a mechanical or magical device that can bge triggered, usually causing damage but potentially enclosing victims within a contained area. Examples include pits, pits with spikes, poison needles, falling blogs, triggered arrows or spears, broken vials that release gas and so on. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Finding a trap requires 1-10 rounds&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A &amp;quot;trap&amp;quot; is defined by AD&amp;amp;D as a mechanical or magical device that can bge triggered, usually causing damage but potentially enclosing victims within a contained area. Examples include pits, pits with spikes, poison needles, falling blogs, triggered arrows or spears, broken vials that release gas and so on. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The presence or logic of traps as an existing thing, particularly surrounding lairs where presumably residents must come and go without setting the traps off, is not discussed.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Both &lt;/del&gt;finding and removing traps are &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;treated &lt;/del&gt;as &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;two actions&lt;/del&gt;,&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;&amp;#039;&amp;#039;Finding a trap&amp;#039;&amp;#039;&amp;#039; requires 1-10 rounds, with the absence of a trap apparently requiring the full ten rounds to ensure, though the rules do not state this and the percentage to find traps expressing the probability that a trap exists that was not found. AD&amp;amp;D also states that only one &amp;quot;try&amp;quot; per thief is allowed, though it is not expressly clear this refers to both &lt;/ins&gt;finding &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a trap and removing it. The time cost exists to create tension over the possible appearance of a creature randomly occurring (a &amp;quot;wandering monster&amp;quot;), the time torches must be kept burning, the depletion of how long a spell might last (as many spells continue for a period of time before lapsing) and the imposition of table boredom, which encourages players to become rash and rush ahead without checking for traps (&lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;thus falling prey to them).&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;#039;&amp;#039;&amp;#039;Disarming a trap&amp;#039;&amp;#039;&amp;#039; again requires 1-10 rounds. In AD&amp;amp;D, this is regardless of the thief&amp;#039;s level, the difficulty of the process or the size of the trap. No details exist regarding the obvious &amp;quot;set off the trap harmlessly&amp;quot; option, which ought to take as much time as the trap would use if engaged. Nor is there a framing for traps that can be bypassed, or easily wedged open or otherwise rendered safe without actual disarming of the trap. The logic for why this safest, simplest solution is not addressed in the rules is to allow the DM to further deplete the characters&amp;#039; resources while waiting for the thief to finish the work.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;==== Setting Traps ====&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;AD&amp;amp;D also supplies rules for setting traps, though this option is expressly not included or even referred to in the Players Handbook. The percentage chance of success in setting a trap is the same as finding or &lt;/ins&gt;removing &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;them. There is a section on setting &lt;/ins&gt;traps &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;to be found on page 20 of the Dungeon Masters Guide that isn&amp;#039;t very helpful. Poison needles and scything blades, both common in areas created by the dungeon master, &lt;/ins&gt;are &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;described here &lt;/ins&gt;as &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;quot;special,&amp;quot; along with &amp;quot;similar traps,&amp;quot; which is in no way definitive, that likely require &amp;quot;special mechanical components,&amp;quot; not defined, needing &amp;quot;specialists,&amp;quot; also not defined, to manufacture them (at a cost that is also not defined nor is there a time element that&amp;#039;s explained).&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The player wishing their thief to create a trap is told to provide the DM &amp;quot;a simple drawing to illustrate how the trap will function,&amp;quot; which the DM will then evaluate in terms of its capacity to injure while the trap is set up and modifications to the chance of success; obviously, the more &amp;quot;simple&amp;quot; the drawing, the wider the latitude of the DM in interpreting it. In any case, it is a breach of the game&amp;#039;s logic: the &amp;#039;&amp;#039;player&amp;#039;&amp;#039; is not a thief, the &amp;#039;&amp;#039;character&amp;#039;&amp;#039; is the thief. It should in no way be relevant whether or not the player knows anything about trap-setting or need to explain the process; there is simply no rationale for demanding the player produce an out-of-game engineering competence.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Further, failure of success in setting up the trap is expressly described in AD&amp;amp;D as a way for the DM to arbitrarily adjudicate a chance for the thief character being injured, and the amount of injury damage. By our definition of &amp;quot;game rule,&amp;quot; this cannot be condoned. And should the player dare to employ poison in the making of the trap — again, an extremely common sort of trap to be found in game — then the character must risk being poisoned also. And it is specifically stipulated that the thief cannot wear gloves or protective handwear, in case a player should think of an obvious solution to this. Finally, the rules do allow generously that more than one attempt can be made to set a trap&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;if failure occurs.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30709&amp;oldid=prev</id>
		<title>Tao alexis: /* Picking Pockets */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30709&amp;oldid=prev"/>
		<updated>2026-01-20T20:21:54Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Picking Pockets&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 20:21, 20 January 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l900&quot; &gt;Line 900:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 900:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Picking Pockets ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Picking Pockets ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This describes the pilfering or filching of small items from another person, with a successful roll indicating they haven&amp;#039;t realised that it&amp;#039;s happened. Because the game rule includes &amp;quot;sleight of hand,&amp;quot; this can be interpreted as the chance to cheat without being noticed at games like cards, casting lots or chuck-a-luck. The ability does not apply to meta-game examples of the player rolling game dice for the character&amp;#039;s activities. Rolls that are above the percentage needed by not more than 20 percentage points fall into the range of &amp;quot;not noticed&amp;quot; and &amp;quot;attempt failed.&amp;quot; Thus, if I have a 34% chance of cutting a stranger&amp;#039;s purse, any roll between 35 and 54 indicates I did not get the purse, but also that I was not noticed in attempting to do so. Any roll of 55 or more (+21% above) indicates that I&amp;#039;ve both failed and been noticed doing it. The rules allow repeated attempts; the game also notes that a victim might notice and allow the thief to operate anyway, in order to track him or her back to the place that he or she uses as a headquarters. Up to two attempts at picking a pocket can be made during &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a minute&amp;#039;s time (designated &lt;/del&gt;a &amp;quot;round&amp;quot; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in combat&lt;/del&gt;).&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This describes the pilfering or filching of small items from another person, with a successful roll indicating they haven&amp;#039;t realised that it&amp;#039;s happened. Because the game rule includes &amp;quot;sleight of hand,&amp;quot; this can be interpreted as the chance to cheat without being noticed at games like cards, casting lots or chuck-a-luck. The ability does not apply to meta-game examples of the player rolling game dice for the character&amp;#039;s activities. Rolls that are above the percentage needed by not more than 20 percentage points fall into the range of &amp;quot;not noticed&amp;quot; and &amp;quot;attempt failed.&amp;quot; Thus, if I have a 34% chance of cutting a stranger&amp;#039;s purse, any roll between 35 and 54 indicates I did not get the purse, but also that I was not noticed in attempting to do so. Any roll of 55 or more (+21% above) indicates that I&amp;#039;ve both failed and been noticed doing it. The rules allow repeated attempts; the game also notes that a victim might notice and allow the thief to operate anyway, in order to track him or her back to the place that he or she uses as a headquarters. Up to two attempts at picking a pocket can be made during a &amp;quot;round&amp;quot; &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;(a unit of game time equalling 1 minute&lt;/ins&gt;).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AD&amp;amp;D imposes a further penalty upon success of -5% per level of the target above 3rd level; thus, -5% at 4th level, -10% at 5th level and so on, regardless of the thief character&amp;#039;s level. On the surface, this seems fair, but because there&amp;#039;s no way in game to identify the level of a given person, nor any guideline that states a person of such-and-such a level must be a person who appears to be of importance, this greatly increases the chance of a &amp;quot;gotcha&amp;quot; moment for a high level thief when the DM suddenly identifies the target as a 7th or 8th level person. As the thief&amp;#039;s level improves, and the percentage chance also, this adjustment becomes less important — but two separate problems still exist regarding the ability.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AD&amp;amp;D imposes a further penalty upon success of -5% per level of the target above 3rd level; thus, -5% at 4th level, -10% at 5th level and so on, regardless of the thief character&amp;#039;s level. On the surface, this seems fair, but because there&amp;#039;s no way in game to identify the level of a given person, nor any guideline that states a person of such-and-such a level must be a person who appears to be of importance, this greatly increases the chance of a &amp;quot;gotcha&amp;quot; moment for a high level thief when the DM suddenly identifies the target as a 7th or 8th level person. As the thief&amp;#039;s level improves, and the percentage chance also, this adjustment becomes less important — but two separate problems still exist regarding the ability.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30708&amp;oldid=prev</id>
		<title>Tao alexis: /* Open Locks */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30708&amp;oldid=prev"/>
		<updated>2026-01-20T20:21:17Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Open Locks&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 20:21, 20 January 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l916&quot; &gt;Line 916:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 916:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The rule exists as written as a choke-point for the player&amp;#039;s access to spaces or treasure. If the players must bash the door in because it can&amp;#039;t be unlocked, or smash the chest to get at the treasure, then the ensuing noise can be used to bring more enemies as yet another &amp;quot;gotcha,&amp;quot; allowing the DM to force the players to earn the treasure again, for no reason except that the thief rolled badly. Such tropes became game standards in early D&amp;amp;D as designers cleverly fit them into standard game modules and examples, allowing them to be reused again and again as adventure nostalgia.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The rule exists as written as a choke-point for the player&amp;#039;s access to spaces or treasure. If the players must bash the door in because it can&amp;#039;t be unlocked, or smash the chest to get at the treasure, then the ensuing noise can be used to bring more enemies as yet another &amp;quot;gotcha,&amp;quot; allowing the DM to force the players to earn the treasure again, for no reason except that the thief rolled badly. Such tropes became game standards in early D&amp;amp;D as designers cleverly fit them into standard game modules and examples, allowing them to be reused again and again as adventure nostalgia.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;=== Find/Remove Traps ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A &amp;quot;trap&amp;quot; is defined by AD&amp;amp;D as a mechanical or magical device that can bge triggered, usually causing damage but potentially enclosing victims within a contained area. Examples include pits, pits with spikes, poison needles, falling blogs, triggered arrows or spears, broken vials that release gas and so on. Finding a trap requires 1-10 rounds&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Both finding and removing traps are treated as two actions,&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30707&amp;oldid=prev</id>
		<title>Tao alexis: /* Open Locks */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30707&amp;oldid=prev"/>
		<updated>2026-01-20T00:37:47Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Open Locks&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 00:37, 20 January 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l913&quot; &gt;Line 913:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 913:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Historically, medieval locks weren&amp;#039;t very complex... and further, anyone who has any skill in picking a lock knows that it isn&amp;#039;t a question of &amp;quot;will I?&amp;quot; but &amp;quot;how long will this take?&amp;quot; Thieves are typically under a time constraint, as the owners or some other witness might appear at any time, and therefore can be foiled by modern locks that can&amp;#039;t be picked in less than a minute. In D&amp;amp;D, this is rarely, if ever, the case. Most locks in the game do not arise from public doorways, but with locked treasures in chests after all the owners have been killed. Occasionally, a lock in a deserted hall or upon a gate in a wilderness is found, but then the thief ought to have as long as they need to open it. In short, with what we actually know about locks, the percentage application with this ability shouldn&amp;#039;t be here.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Historically, medieval locks weren&amp;#039;t very complex... and further, anyone who has any skill in picking a lock knows that it isn&amp;#039;t a question of &amp;quot;will I?&amp;quot; but &amp;quot;how long will this take?&amp;quot; Thieves are typically under a time constraint, as the owners or some other witness might appear at any time, and therefore can be foiled by modern locks that can&amp;#039;t be picked in less than a minute. In D&amp;amp;D, this is rarely, if ever, the case. Most locks in the game do not arise from public doorways, but with locked treasures in chests after all the owners have been killed. Occasionally, a lock in a deserted hall or upon a gate in a wilderness is found, but then the thief ought to have as long as they need to open it. In short, with what we actually know about locks, the percentage application with this ability shouldn&amp;#039;t be here.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AD&amp;amp;D does impose a time frame for attempting the opening of a lock: 1 to 10 rounds, which as has been said are equal to minutes. Modern locks, such as a standard residential door lock, made with precise engineered tools, takes nothing like this long. A medieval lock, made of wrought iron or brass, is far from this level of difficulty. In any case, it should be assumed that the thief will eventually crack the lock regardless.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AD&amp;amp;D does impose a time frame for attempting the opening of a lock: 1 to 10 rounds, which as has been said are equal to minutes. Modern locks, such as a standard residential door lock, made with precise engineered tools, takes nothing like this long. A medieval lock, made of wrought iron or brass, is far from this level of difficulty. In any case, it should be assumed that the thief will eventually crack the lock regardless.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The rule exists as written as a choke-point for the player&amp;#039;s access to spaces or treasure. If the players must bash the door in because it can&amp;#039;t be unlocked, or smash the chest to get at the treasure, then the ensuing noise can be used to bring more enemies as yet another &amp;quot;gotcha,&amp;quot; allowing the DM to force the players to earn the treasure again, for no reason except that the thief rolled badly. Such tropes became game standards in early D&amp;amp;D as designers cleverly fit them into standard game modules and examples, allowing them to be reused again and again as adventure nostalgia.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The rule exists as written as a choke-point for the player&amp;#039;s access to spaces or treasure. If the players must bash the door in because it can&amp;#039;t be unlocked, or smash the chest to get at the treasure, then the ensuing noise can be used to bring more enemies as yet another &amp;quot;gotcha,&amp;quot; allowing the DM to force the players to earn the treasure again, for no reason except that the thief rolled badly. Such tropes became game standards in early D&amp;amp;D as designers cleverly fit them into standard game modules and examples, allowing them to be reused again and again as adventure nostalgia.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30706&amp;oldid=prev</id>
		<title>Tao alexis: /* Open Locks */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30706&amp;oldid=prev"/>
		<updated>2026-01-20T00:37:24Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Open Locks&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 00:37, 20 January 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l911&quot; &gt;Line 911:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 911:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AD&amp;amp;D describes this as figuring out how to open &amp;quot;puzzle locks&amp;quot; or foiling magical closures, though at no time are these things defined in game terms. Usually, when a puzzle is met in game, this skill is not employable as the DM wishes for the players to figure it out, not make a die roll. &amp;quot;Thieves picks &amp;amp; tools&amp;quot; are presumed to be necessary for, and can be purchased in game at a dear cost. The rules dictate that only one attempt may be made per lock — and that, upon failing, &amp;quot;no amount of trying will ever enable&amp;quot; success with that lock — except that the next sentence states the thief can make another attempt, after gaining an experience level.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;AD&amp;amp;D describes this as figuring out how to open &amp;quot;puzzle locks&amp;quot; or foiling magical closures, though at no time are these things defined in game terms. Usually, when a puzzle is met in game, this skill is not employable as the DM wishes for the players to figure it out, not make a die roll. &amp;quot;Thieves picks &amp;amp; tools&amp;quot; are presumed to be necessary for, and can be purchased in game at a dear cost. The rules dictate that only one attempt may be made per lock — and that, upon failing, &amp;quot;no amount of trying will ever enable&amp;quot; success with that lock — except that the next sentence states the thief can make another attempt, after gaining an experience level.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Historically, medieval locks weren&amp;#039;t very complex... and further, anyone who has any skill in picking a lock knows that it isn&amp;#039;t a question of &amp;quot;will I?&amp;quot; but &amp;quot;how long will this take?&amp;quot; Thieves are typically under a time constraint, as the owners or some other witness might appear at any time, and therefore can be foiled by modern locks that can&amp;#039;t be picked in less than a minute. In D&amp;amp;D, this is rarely, if ever, the case. Most locks in the game do not arise from public doorways, but with locked treasures in chests after all the owners have been killed. Occasionally, a lock in a deserted hall or upon a gate in a wilderness is found, but then the thief ought to have as long as they need to open it. In short, with what we actually know about locks, the percentage application with this ability shouldn&amp;#039;t be here. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Locks should have &lt;/del&gt;a time &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;feature &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the assumption &lt;/del&gt;that the thief &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;must always &lt;/del&gt;eventually crack &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;them&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Historically, medieval locks weren&amp;#039;t very complex... and further, anyone who has any skill in picking a lock knows that it isn&amp;#039;t a question of &amp;quot;will I?&amp;quot; but &amp;quot;how long will this take?&amp;quot; Thieves are typically under a time constraint, as the owners or some other witness might appear at any time, and therefore can be foiled by modern locks that can&amp;#039;t be picked in less than a minute. In D&amp;amp;D, this is rarely, if ever, the case. Most locks in the game do not arise from public doorways, but with locked treasures in chests after all the owners have been killed. Occasionally, a lock in a deserted hall or upon a gate in a wilderness is found, but then the thief ought to have as long as they need to open it. In short, with what we actually know about locks, the percentage application with this ability shouldn&amp;#039;t be here.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;AD&amp;amp;D does impose &lt;/ins&gt;a time &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;frame for attempting the opening of a lock: 1 to 10 rounds, which as has been said are equal to minutes. Modern locks, such as a standard residential door lock, made &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;precise engineered tools, takes nothing like this long. A medieval lock, made of wrought iron or brass, is far from this level of difficulty. In any case, it should be assumed &lt;/ins&gt;that the thief &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;will &lt;/ins&gt;eventually crack &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the lock regardless&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The rule exists as written as a choke-point for the player&amp;#039;s access to spaces or treasure. If the players must bash the door in because it can&amp;#039;t be unlocked, or smash the chest to get at the treasure, then the ensuing noise can be used to bring more enemies as yet another &amp;quot;gotcha,&amp;quot; allowing the DM to force the players to earn the treasure again, for no reason except that the thief rolled badly. Such tropes became game standards in early D&amp;amp;D as designers cleverly fit them into standard game modules and examples, allowing them to be reused again and again as adventure nostalgia.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The rule exists as written as a choke-point for the player&amp;#039;s access to spaces or treasure. If the players must bash the door in because it can&amp;#039;t be unlocked, or smash the chest to get at the treasure, then the ensuing noise can be used to bring more enemies as yet another &amp;quot;gotcha,&amp;quot; allowing the DM to force the players to earn the treasure again, for no reason except that the thief rolled badly. Such tropes became game standards in early D&amp;amp;D as designers cleverly fit them into standard game modules and examples, allowing them to be reused again and again as adventure nostalgia.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
	<entry>
		<id>http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30705&amp;oldid=prev</id>
		<title>Tao alexis: /* Open Locks */</title>
		<link rel="alternate" type="text/html" href="http://wiki.alexissmolensk.com/index.php?title=Vol._1_-_Introducing_Gameplay&amp;diff=30705&amp;oldid=prev"/>
		<updated>2026-01-20T00:31:34Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Open Locks&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 00:31, 20 January 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l912&quot; &gt;Line 912:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 912:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Historically, medieval locks weren&amp;#039;t very complex... and further, anyone who has any skill in picking a lock knows that it isn&amp;#039;t a question of &amp;quot;will I?&amp;quot; but &amp;quot;how long will this take?&amp;quot; Thieves are typically under a time constraint, as the owners or some other witness might appear at any time, and therefore can be foiled by modern locks that can&amp;#039;t be picked in less than a minute. In D&amp;amp;D, this is rarely, if ever, the case. Most locks in the game do not arise from public doorways, but with locked treasures in chests after all the owners have been killed. Occasionally, a lock in a deserted hall or upon a gate in a wilderness is found, but then the thief ought to have as long as they need to open it. In short, with what we actually know about locks, the percentage application with this ability shouldn&amp;#039;t be here. Locks should have a time feature with the assumption that the thief must always eventually crack them.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Historically, medieval locks weren&amp;#039;t very complex... and further, anyone who has any skill in picking a lock knows that it isn&amp;#039;t a question of &amp;quot;will I?&amp;quot; but &amp;quot;how long will this take?&amp;quot; Thieves are typically under a time constraint, as the owners or some other witness might appear at any time, and therefore can be foiled by modern locks that can&amp;#039;t be picked in less than a minute. In D&amp;amp;D, this is rarely, if ever, the case. Most locks in the game do not arise from public doorways, but with locked treasures in chests after all the owners have been killed. Occasionally, a lock in a deserted hall or upon a gate in a wilderness is found, but then the thief ought to have as long as they need to open it. In short, with what we actually know about locks, the percentage application with this ability shouldn&amp;#039;t be here. Locks should have a time feature with the assumption that the thief must always eventually crack them.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The rule exists as written as a choke-point for the player&amp;#039;s access to spaces or treasure. If the players must bash the door in because it can&amp;#039;t be unlocked, or smash the chest to get at the treasure, then the ensuing noise can be used to bring more enemies as yet another &amp;quot;gotcha,&amp;quot; allowing the DM to force the players to earn the treasure again, for no reason except that the thief rolled badly. Such tropes became game standards in early D&amp;amp;D as designers cleverly fit them into standard game modules and examples, allowing them to be reused again and again as adventure nostalgia.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tao alexis</name></author>
		
	</entry>
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