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Author Topic: [trap resistant]  (Read 1622 times)

Bloogonis

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[trap resistant]
« on: June 17, 2009, 11:02:26 pm »

I'm getting tiered of the on off nature of traps [trap avoid] not a single trigger. and without it, well, traps tend to do the trick pretty easy.

so how about [trap resistant] where they have a percentage chance of triggering a trap. Maybe looking something like this in the raws [trap resistant:80] meaning 80% chance of tripping the trap.

 I mainly think this would be a major boost to the Orcs. I mean they aren't the smartest tools in the shed and they are big and lumbering. I like the idea that they will keep an eye out for possible triggers, but seriously, they are no Kobolds.
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Sensei

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Re: [trap resistant]
« Reply #1 on: June 17, 2009, 11:36:53 pm »

This. Yes. But IMO, [trAP_RESISTANT:80] would be an 80% chance of AVOIDING the trap, just because that's more intuitive. Minor point though.

Anyway... yes. You get the ninja of approval. Don't worry, he won't kill you or anyone you are attached to.
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Bloogonis

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Re: [trap resistant]
« Reply #2 on: June 17, 2009, 11:43:31 pm »

Thats because my only defense are trap halls, and he is sneakier then a Kobold Master Thief from Beefmos Graphic set. so I pose no threat to him.

It might be better that it is avoidance, but if trap resist would also effect damage taken from traps having it affect TRIGGERED you could have it also be a way to have things that are effected more by traps. while the other way having a higher number then 100 wouldn't have any purpose. this way also, beside cage traps a high avoidance chance failure results in an reveal and also a partial dodge.
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Enzo

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Re: [trap resistant]
« Reply #3 on: June 18, 2009, 12:13:42 am »

Shazam! Found Three.

I'm not saying it's not a good idea.
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Aquillion

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Re: [trap resistant]
« Reply #4 on: June 18, 2009, 12:38:45 am »

I think we need a more generalized skill-based method for dealing with traps in general.  It's sort of silly for some members of a race to have magical, perfect trap-evading skills, and others to have no ability to deal with traps at all.

It's needed for adventurers eventually anyway, so it is going to be added.  There's no point in suggesting intermediary measures before then.
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We don't want another cheap fantasy universe, we want a cheap fantasy universe generator. --Toady One

Pilsu

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Re: [trap resistant]
« Reply #5 on: June 18, 2009, 05:36:29 pm »

The traps themselves should possess the accuracy rating. Adding trap evade to every sentient manually will get tedious. If anything they should have modifiers available
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Aquillion

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Re: [trap resistant]
« Reply #6 on: June 18, 2009, 07:07:00 pm »

Traps do have accuracy.  Masterwork mechanisms make for a much more accurate trap than no-quality ones.

But here's the thing.  If a player can put one trap down, he can put five traps down almost as easily.  Let's say one trap has a 50% hit rate.  Your chance of getting through all five unharmed is now 3.125%.  Oh, hey, I'm going to put ten traps down, it's only a bit more work.  You now have a 0.09765625% chance of making it through.  And if I get bored, I'll make a corridor with twenty or thirty traps.

These ideas are interesting, and will get players who just toss one trap in a corridor randomly.  But if you want to add more challenge, this isn't alone isn't really going to do it.
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Enzo

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Re: [trap resistant]
« Reply #7 on: June 18, 2009, 07:57:10 pm »

Traps do have accuracy.  Masterwork mechanisms make for a much more accurate trap than no-quality ones.

...what.
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Sensei

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Re: [trap resistant]
« Reply #8 on: June 18, 2009, 08:06:13 pm »

Note, accuracy is just for the weapons. They make attacks just as if a character did. Now, that gives a goblin a slim chance of evading ONE of your obsidian short swords... but two at once? How about ten?

And cage traps invariably work on everything that ever existed. That means Dragons, Hydras, BCs, Giants, Weaponsmasters, SoF (if you have a fireproof cage)...
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Bloogonis

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Re: [trap resistant]
« Reply #9 on: June 18, 2009, 08:13:20 pm »

Cage traps are also the only way to capture anything at all.
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Enzo

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Re: [trap resistant]
« Reply #10 on: June 18, 2009, 08:20:19 pm »

Actually, SoF's have [trapavoid]. Just nitpicking  :)

And yeah, higher quality weapons in weapon traps improve accuracy but stone-fall and cage traps are foolproof. Masterwork mechanisms only practical use is to improve the value of a well, I think.
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Bloogonis

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Re: [trap resistant]
« Reply #11 on: June 18, 2009, 08:53:11 pm »

you can trap Trapavoid things by knocking them out, or paralyzing them on the trap. So GCS webtrap next to cage hall = trapped Demons.

edit: this level of complexity for trapping them should be reserved for demons
« Last Edit: June 18, 2009, 08:54:48 pm by Bloogonis »
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Aquillion

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Re: [trap resistant]
« Reply #12 on: June 19, 2009, 09:07:02 am »

I'm fairly sure trapavoid fails occasionally, actually.  I've caught thieves and babysnatchers and such before.
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eerr

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Re: [trap resistant]
« Reply #13 on: June 20, 2009, 01:09:37 pm »

unconsciousness from other sources, like some dwarf beating the crap out of em also works.
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Sensei

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Re: [trap resistant]
« Reply #14 on: June 21, 2009, 12:38:39 am »

Dust from a cavein is your best bet- a lever operated dust generator that creates a cavein next to a passage and lets dust through some bars will trap SoFs, elves and nobles.
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