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A look at the Search Skill.

Posted: Sun Dec 04, 2016 7:42 pm
by Mallore
Our current search skill is used for finding traps, and is rather vanilla. While we have added some awesome features from 3.5 we have not updated search. What I propose below is a simple text upgrade to the skill for Dungeon Master and Player use during events. In the end while items can be looked up in the book, often rulings come down to what is "in game" and thus accessible.

"Rogues only may also use the Search Skill to: The Spells Explosive Runes, Glyph of Warding and all Symbol spells create magical traps that a rogue can find making a successful search check and can attempt to disarm by using Disable Device. The Search DC for these spells is 25+level of spell used to create the trap.

Abjuration Spells are also detectable with a search DC of 25+ spell level. Two abjuration Spells with in 10 feet of each other and 24 hours old add +4 to the search check. "

((Page 81 of the 3.5 PHP ))

I sorta cribbed from the book just to make the full description shorter and relevant to this server. While I ask for just the Skill description to be updated it would nice for spells like Alarm to be searchable as it is an Abjuration spell, is allowed to be detected by 3.5 skill rules and the spell is on the server and often used to deter sneaks or catch them. The spell was added to the game yet not the proper responses.

Other popular spells that are used for "wards" on guild halls, and buildings of importance are usually Abjuration or Glyphs and a few are symbols which are also all detectable by the skill search. As these spells are very real and active on our server this is only updating the proper skills to use in detection of them. The above being added to the skill description will make for easy and quick reference for DM's during events. It also informs others of abilities are available to them which they may not have thought where allowed.



It would also be nice to see its +2 to survival synergy added to the game.

Re: A look at the Search Skill.

Posted: Sun Dec 04, 2016 8:11 pm
by Blackman D
core skill synergies should already be applied by default

Re: A look at the Search Skill.

Posted: Sun Dec 04, 2016 8:52 pm
by Storm Munin
It would be sweet if enchanters would finally have access to the Rune line of spells.

Good idea.

Re: A look at the Search Skill.

Posted: Mon Dec 12, 2016 8:16 pm
by Mallore
While it would be sweet for spells like alarm to be detected by search as it should be. I would be fine starting with the discription of search to include the rest of its PNP rules for easier access for the dms.

Is it hard to edit the skill discription? Like one of those crazy things that are super hard coded and can't be changed?

Re: A look at the Search Skill.

Posted: Mon Dec 12, 2016 10:25 pm
by Blackman D
descriptions are generally not hard depending what it is, search will probably be fine but what part are you talking about exactly?

Re: A look at the Search Skill.

Posted: Mon Dec 12, 2016 10:39 pm
by Aspect of Sorrow
STRREF is in the TLK.

Re: A look at the Search Skill.

Posted: Wed Dec 14, 2016 11:16 am
by Mallore
Blackman D wrote:descriptions are generally not hard depending what it is, search will probably be fine but what part are you talking about exactly?
"Rogues only may also use the Search Skill to: The Spells Explosive Runes, Glyph of Warding and all Symbol spells create magical traps that a rogue can find making a successful search check and can attempt to disarm by using Disable Device. The Search DC for these spells is 25+level of spell used to create the trap.

Abjuration Spells are also detectable with a search DC of 25+ spell level. Two abjuration Spells with in 10 feet of each other and 24 hours old add +4 to the search check. "


Mostly this part. While its super minor it is something that will come up and has. Sneaks sometimes run across guilds and its nice when under DM guidance to get the full use of your skills. Sometimes in DM events there might be a magical trap, and yes those with Search skill Trained and the right class can detect them. Often the server DMs rule on whats in game, as this description is not in game it cant be ruled on. A prime target is sadly Guild Houses, who run a million wards.



It would be nice to make Alarm searchable as it should be by the rules, This has become a popular anti sneak detection spell in RP. A rogue should be able to notice this spell as they are trained to do so and atleast be able to stop before triggering it. Its only fair.

Further the rules for alarm should be updated like trap. That you should not be able to alarm a transition zone as you must allow a character a chance to detect and stop.

Re: A look at the Search Skill.

Posted: Wed Dec 14, 2016 12:43 pm
by Wyatt
Mallore wrote:
Blackman D wrote:descriptions are generally not hard depending what it is, search will probably be fine but what part are you talking about exactly?
"Rogues only may also use the Search Skill to: The Spells Explosive Runes, Glyph of Warding and all Symbol spells create magical traps that a rogue can find making a successful search check and can attempt to disarm by using Disable Device. The Search DC for these spells is 25+level of spell used to create the trap.

Abjuration Spells are also detectable with a search DC of 25+ spell level. Two abjuration Spells with in 10 feet of each other and 24 hours old add +4 to the search check. "


Mostly this part. While its super minor it is something that will come up and has. Sneaks sometimes run across guilds and its nice when under DM guidance to get the full use of your skills. Sometimes in DM events there might be a magical trap, and yes those with Search skill Trained and the right class can detect them. Often the server DMs rule on whats in game, as this description is not in game it cant be ruled on. A prime target is sadly Guild Houses, who run a million wards.



It would be nice to make Alarm searchable as it should be by the rules, This has become a popular anti sneak detection spell in RP. A rogue should be able to notice this spell as they are trained to do so and atleast be able to stop before triggering it. Its only fair.

Further the rules for alarm should be updated like trap. That you should not be able to alarm a transition zone as you must allow a character a chance to detect and stop.
The problem with things like this is you open a can of worms. If you start quoting pnp rules then you have to follow them for spells too, such as true sight which grants vision of all hidden (e.g. sneaking) characters. Not sure if most sneaks would make that trade here.

Re: A look at the Search Skill.

Posted: Wed Dec 14, 2016 1:38 pm
by Mallore
Wyatt, - First we put in PNP spells with out any response to them, this has made things unfair or unbalanced the listed above is Wards on Guild Houses which do not nor should not exist. Further spells like alarm which can be searched and noticed. So the can of worms is here but we can correct and atleast compensate for it.

As for true sight, your interuptation is incorrect and any and all true sneaks would love it.

True Seeing sees through magical affects, invisiblity and magical disguise, blur and displacement affects, illusions and the sort.

True Seeing DOES NOT negate concealment even that granted by fog, it does not give x-ray vision so you cant see through objects and it DOES NOT aid in seeing through mundane disguise. It DOES NOT aid in spotting creatures who are simply hiding, nor does it aid in Secret doors hidden by mundane means.

True Seeing only affects MAGIC.

So yes.. bring it on.

Further True Seeing can not be enchanced by known magic. can not stack with clairaudience/clairvoyance or used in scrying or magic balls or what not. also the spell shoudl cost 250 gp a go! just like tp.


My original point is just seeking a bit of balance for all the new Spells that where added and the basic solutions that are to them. This is just updating a skill to its full description and does not unbalance any aspect of the server nor does it put it on a slippery slope.

We should make alarm searchable. I have yet to see argument why not???

Re: A look at the Search Skill.

Posted: Wed Dec 14, 2016 5:35 pm
by Aspect of Sorrow
If a magical alarm is to be searchable, then there should be DC amps available to modify the alarm's detection threshold higher than even well invested tier search due to the Elven always-on search.

Re: A look at the Search Skill.

Posted: Wed Dec 14, 2016 6:24 pm
by Tantive
Would be nice if we added by pnp standards the detection capabilities for blindsight as well. For it need not spot and listens checks for detection, if we are to remove one more way for sneaks to be detected.

Re: A look at the Search Skill.

Posted: Wed Dec 14, 2016 7:04 pm
by metaquad4
Tantive wrote:Would be nice if we added by pnp standards the detection capabilities for blindsight as well. For it need not spot and listens checks for detection, if we are to remove one more way for sneaks to be detected.
This could be implemented by giving a -60 (or x arbitrary high number) to spot, a +60 (or x arbitrary high number) to survival, and the scent feat.

If its possible, perhaps people who undergo the spell could see other characters as an entirely black visual in a similar manner to when someone is "spotted" using listen. To re-enforce the idea that you are "sensing" individuals, rather than seeing them.

Re: A look at the Search Skill.

Posted: Wed Dec 14, 2016 7:06 pm
by Blackman D
Aspect of Sorrow wrote:If a magical alarm is to be searchable, then there should be DC amps available to modify the alarm's detection threshold higher than even well invested tier search due to the Elven always-on search.
if its made to be able to be found by search then it can simply be made to follow normal trap rules, which would mean along with the normal DC (search vs caster DC), it being a trap also gets the users set trap skill added if any, so alarm would get normal spell DC + set trap skill vs search
Tantive wrote:Would be nice if we added by pnp standards the detection capabilities for blindsight as well. For it need not spot and listens checks for detection, if we are to remove one more way for sneaks to be detected.
except its not a spell in pnp, its an Ex ability, the improved version of blindsense, and its only a creature ability

not even sure what all creatures get it, dragons only get blindsense

either way the spell in nwn2 is only a combined form of see invisibility and ultravision (which doesnt even work in nwn2), so basically its just see invis with a horribly misleading name...

Re: A look at the Search Skill.

Posted: Wed Dec 14, 2016 7:08 pm
by metaquad4
Blackman D wrote: except its not a spell in pnp, its an Ex ability, the improved version of blindsense, and its only a creature ability

not even sure what all creatures get it, dragons only get blindsense

either way the spell in nwn2 is only a combined form of see invisibility and ultravision (which doesnt even work in nwn2), so basically its just see invis with a horribly misleading name...
http://alcyius.com/dndtools/spells/spel ... index.html

Re: A look at the Search Skill.

Posted: Wed Dec 14, 2016 7:11 pm
by Blackman D
fair enough, tho that would mean it only works out to 30ft (which is horribly short and wouldnt get extended) and you would only get one look per round

not sure if people would take such an extreme reduction in vision over being able to see invis