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View Full Version : Suggestion TRAPS



DaGSO
07-09-2007, 01:51 PM
A group of explorers venture out in the new wilderness area. It is forest and the trolls and orcs have been at war with each other and anyone that ventures into their hostile environment. The group starts walking and pile of bones with carcasses around them. One of the members start searching around the bones to find out why the carcasses are there. Acid sprays from the pile of bones. The group reassembles and goes through a few more places in the jungle. They come to an identical trap in the before area. This time they slip past it, only to have the first 3 people impaled on a spring spike trap.

Basically, I would like to see outside traps. These should be random locations, and random occurance. Use the same logic you do in the GH engine. Think of Ewok type traps. Huge trees slamming down together on toons, Spiked traps, Pits where mobs appear to arrow you to death. Make them also high enough so a rogue (true rogue) is useful. Now a ranger / rogue hybrid is more preferred then just a rogue.

Also make it fatal for some traps if the toon doesn't have Improved Evasion.

my 2cp to spice things up.

Kaish
07-09-2007, 11:42 PM
Anything to help rogue come back as useful would be welcome

rimble
07-10-2007, 10:22 AM
Agreed. My PnP group just had some amusing encounters with some bear traps. Ouch!

negative
07-10-2007, 10:44 AM
Just bear in mind, regarding the Trap DC difficulty, that if its an outside explorer zone like GH or Antanxia's Haven, there is no scaling of level, so these traps need to be balanced for "Normal" difficulty.

Also, by "true rogue", you just mean someone that has properly invested in the trapsmithing skills, right? Cause one level of rogue makes you a just as much a rogue as 14 levels. It might not make you a trapsmith though depending on build.

Other than that, I'd love to see traps in outdoor areas. And I'm sure the Dev that makes traps would love to put some there too :D

DaGSO
07-10-2007, 12:41 PM
Yes. The true rogue, or as one person in my guild calls them Theives. After all we greedy little things that everyone should remember Daffy Duck and the genie.

Yes the person would need to of invested in trapsmithing skills. maybe even base some traps of the base trap skills with no enhancements. that would be nasty. Just an idea to screw with the wanna be rogues and allow the thieves to be needed again.

Also, I would like to see instead of the one time traps, maybe set some as 1d6 or 1d4 charges.

Cassiline
07-14-2007, 03:03 PM
Anything to help rogue come back as useful would be welcome
rogue is still quite useful, even compared to rogue ranger, the huge sneak attack damage plus improved evasion. Top that off with the enhancements etc, and pure rogue can put out some huge damage. Top THAT off with skills etc...

Gadget2775
07-14-2007, 07:15 PM
Basically, I would like to see outside traps. These should be random locations, and random occurance. Use the same logic you do in the GH engine. Think of Ewok type traps. Huge trees slamming down together on toons, Spiked traps, Pits where mobs appear to arrow you to death. Make them also high enough so a rogue (true rogue) is useful. Now a ranger / rogue hybrid is more preferred then just a rogue.

Also make it fatal for some traps if the toon doesn't have Improved Evasion.

my 2cp to spice things up.

I like the idea of "Ewok type traps".

I disagree with the thought process that leads you to believe they should be set to require a pure rogue. I mean isn't a pure thief type rogue a city dweller? Why in the world wouldn't the bonuses in this situation go to a Ranger (Or a Ranger/Rogue)? After all, nature is the rangers' playground. Isn't the person who lives in the forest going to be more likely to pick up on something being out of place?


Frankenbard
/sing Xun Xun Xun

tokenghost
08-13-2007, 10:28 AM
I like it... Though a pit trap in GH might not work for coding and randomness, maybe just things like the snare spell, only with dmg included.

Also, to make a trapmonkey more of a trapmonkey... why not add in the ability to reset traps.... PnP rogues that beat a trap DC by 10 (I think, don't have the book handy) can bypass a trap, or lead the group by the trap and leave it active... a DDO equivilant might be something like resetting the trap... would be nice for some of the slice-n-dicers... Or, *evil grin* How about making traps?... It would be just evil/funny to see rogues dropping spike traps while a caster is setting up a firewall... lol.

Make rogues, the new CC Masters! - that might be a little too far, but even with low dmg it'd be interesting to see.