DDO information project/Traps and locks/Trap header

Traps
This is a list of known DCs for traps. Used to help rogues know in what quests they will/won't be able to disable the traps.

If you have data on a trap that is not yet confirmed, please add the data as a new row under that trap description. If we have enough data to mathematically confirm a DC value, we will.

Here is how to determine the "suspected" range for traps (DC is the difficulty required to disarm the trap, ROLL is your modified Disable Device Roll - 1d20 plus any bonuses):

Success: DC <= ROLL

Trap's max DC is equal to or less than your modified roll. (e.g. Rolling a 31 and succeeding, means ?-31 range)

Critical Success: DC <= -20 ROLL

Trap's max DC is equal or less than your modified roll -20. (e.g. Rolling a 31 and critical succeeding, means ?-11 range)

Failure: DC >= ROLL + 1 AND DC <= ROLL + 4

Trap's DC is at least 1 higher than your modified roll and at most 4 higher than your modified roll. (e.g. Rolling a 24 and failing, means 25-28 range)

Critical Failure: DC >= ROLL + 5

Trap's min DC is equal to or greater than your modified roll + 5 (e.g. Rolling a 26 and critically failing, means 31-? range)

Remember: A trap's DC will increase as the difficulty increases, so a lower confirmed number on a harder difficulty (due to a lower roll, using different equipment, etc.) may narrow the range on easier difficulties. A trap on Normal which has "11:CritFail; 25:Success," which succeeds on a 23 on Hard, will have a range of 16-23, not 16-25.

Locks
This is a list of known DCs for locks. Used to help rogues know in what quests they will/won't be able to pick the locks.

If you have data on a lock that is not yet confirmed, please add the data as a new row under that lock description. If we have enough data to mathematically confirm a DC value, we will.

Unlike traps, picking locks is a simple pass/fail.

Success: DC <= ROLL

Lock's max DC is equal to or less than your modified roll. (e.g. Rolling a 31 and succeeding, means ?-31 range)

Failure: DC >= ROLL + 1

Lock's DC is at least 1 higher than your modified roll and at most 4 higher than your modified roll. (e.g. Rolling a 24 and failing, means 25-? range)

It appears that, unlike traps, lock DCs do not increase as the difficulty of a quest increases; until this is confirmed, however, please use the same guidelines for narrowing down the ranges (ie, a lower success on a harder difficulty will narrow down the range; a higher failure may not)

Quest
Search & Spot DCs

Traps

Locks