Thieves && Assassins Setting Traps-
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Simple mechanical traps can
be set by thieves || assassins.
The chance to do so successfully
is equal to that of the chance shown for detecting such traps,
but in
this case the assassin operates at an ability level equal to two levels
above his or her own
and exactly
as if he or she were a thief, e.g. a 5th level assassin has the same chance
of setting a trap as a 7th level thief does.
| Pick Pockets | Open Locks | Finding and Removing Traps | Setting Traps | Moving Silently |
| Hiding in Shadows | Hear Noises | - | Climbing Walls | Back Stabbing |
| The Thief | - | Dragon magazine | 1e AD&D |
<the above is not well-worded: i would recommend using the example as the rule. e.g. L1 assassin sets traps as a L3 thief, L2 assassin sets traps as a L4 thief, L3 assassin sets traps as a L5 thief, etc, etc.>
Simple traps are those which
involve mechanical components which the character setting them has normal
access to,
such as
arrow traps, trip wires, and spring-propelled
missiles.
Special devices such as poisoned
needles, scything blades,
and any
similar traps with special mechanical components will also require the
efforts of one or more specialists
-- those required to manufacture
the component parts.
Whenever a thief or assassin
character desires to set a trap,
require
him or her to furnish you a simple drawing to illustrate how the trap will
function.
If the chance to successfully
set the trap results in failure,
there
is a chance of causing injury to the trap setter,
just as
if he or she had set such a trap off.
This chance
is rolled for separately and is the obverse of the chance for successful
setting of a trap.
The drawing
of the trap will modify the chances for injury in cases where failure results.
Modification can be upwards or downwards according to the complexity and
danger of the trap.
Note that even with a prepared
mechanism for a poison needle, for example, the trap must be set, and failure
can result.
Gloves or protective handwear
cannot be worn when setting such traps.
Finally, failure on the first
attempt to set a trap does not mean that the thief or assassin can never
set the trap.
Unlike other similar thief
functions, repeated attempts are permissible.
<
LTH (The
Thief: A special LOOK, d47, bd5)
Setting Traps:
| Level of thief | Chance to set trap |
| 1 | 26 |
| 2 | 32 |
| 3 | 38 |
| 4 | 43 |
| 5 | 48 |
| 6 | 53 |
| 7 | 57 |
| 8 | 61 |
| 9 | 65 |
| 10 | 68 |
| 11 | 71 |
| 12 | 74 |
| 13 | 76 |
| 14 | 78 |
| 15+ | 80 |
| 9 | -10 |
| 10 | -6 |
| 11 | -2 |
| 12 | +2 |
| 13 | +5 |
| 14 | +8 |
| 15 | +11 |
| 16 | +14 |
| 17 | +17 |
| 18 | +20 |
| Dwarf | +15 |
| Elf | -5 |
| Gnome | +10 |
| Half-elf | 0 |
| Halfling | +8 |
| Half-orc | +4 |
The best possible chance to set a trap
is 99.9%. Let 1000 convert to 99.1%,
101% to 99.2%,.......108% to 99.9%. Failure
to set a trap successfully will cause
the trap to spring on the setting thief.
His/her chance to escape from his/her
own trap can be a function of DEX
for mechanical traps, at a chance of 3%
per point of Dexterity. If the thief does
not jump free, he/she will suffer
the full
consequences of the trap.
>