Modifying Checks

The major considerations for determining the difficulty of a trap are the skill of the locksmith or trap maker, the materials used for the job, and the purpose of the lock or trap. Some examples for locks are listed:

+15%
Typical latch on small house, guest room of an inn, storage closet, etc.
0
Lock on a merchant's house, weapons locker, wine cellar of a large inn, etc.
–15%
Door to a cell or keep, security checkpoint within a dungeon, lock on a gem cutter's shop or moneychanger's house.
-30%
Lock on a major vault or most intricately designed cell door

These guidelines should be used by the DM to establish a variety of challenges in the campaign setting. The many varieties of traps are too great to list, but the same principle of modification applies.

The new equipment listed in Chapter 5 includes a variety of aids for just such delicate work. By utilizing greater detail in the description of a lock or trap, more opportunities for the use of this equipment will arise.

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