All these dungeons and caves.... but no falling rocks or cave-ins? No magic required, just step on an innocent looking floor tile and boom, 4 tons of rock atop your head.
rocking dead is the dev and he is all over the new traps thing.
i especially like the ones with the high DCs that you can't find to disarm and the ones that can't be turned off and the high DC locks.
rocking dead there are a zillion and one trap resources out there for this game. i don't know if you have checked them out, but there are an endless number of possibilities.
i like the traps that are there, but i think there could be a lot more diabolical.
in evil temples you could:
- failure to disarm to trap causes the rogues alignment to shift to evil (i guess batman builds would be a little hesitant
- failure causes the rogue to change into a named demon or undead which attacks the party
- failure gates in a demon or causes the room to be moved into the home plane of the temple's inhabitants
also, the puzzle traps, riddle traps, mathematical traps, alignment specific traps, level drain traps, dispel magic traps, item destruction traps, reverse gravity or telekinetic traps, dimension door/teleport traps, and the list goes on.
also i think designing more traps that you just can't turn off. period.
rocking dead is the dev and he is all over the new traps thing.
i especially like the ones with the high DCs that you can't find to disarm and the ones that can't be turned off and the high DC locks.
rocking dead there are a zillion and one trap resources out there for this game. i don't know if you have checked them out, but there are an endless number of possibilities.
i like the traps that are there, but i think there could be a lot more diabolical.
in evil temples you could:
- failure to disarm to trap causes the rogues alignment to shift to evil (i guess batman builds would be a little hesitant
- failure causes the rogue to change into a named demon or undead which attacks the party
- failure gates in a demon or causes the room to be moved into the home plane of the temple's inhabitants
also, the puzzle traps, riddle traps, mathematical traps, alignment specific traps, level drain traps, dispel magic traps, item destruction traps, reverse gravity or telekinetic traps, dimension door/teleport traps, and the list goes on.
also i think designing more traps that you just can't turn off. period.
They had these types in the old Ravenloft game. I loved them!
Another one from the older games isn't so much a trap as it is a frustrating illusion.
You're running down a hallway and suddenly you're running right back the way you came. Think it might be a repulsion barrier of some sort? Nope, nothing is visible even though you've "triggered" it. You go back down the hallway, more slowly, and sure enough, you get turned around again. After a few times, you figure out that if you walk slowly backwards, it'll flip you around to continue down the hallway in the direction you wanted to go originally.
Loved those, too!!
aka ~The Jelly Bean Slinger
Then darkness would eat me. Cold would devour me.
I would die naked beneath a blackthorn, keening for the missing moon.
The classic crushing wall trap.
Sepia snake sigil
Spell traps - Deep Sleep, Feeblemind, Exhaustion, Disintegration, etc.
Disease traps
Stairs change to slippery ramp sliding into spikes trap
Mmmm how about a room that seals off and slowly fills with acid or lava till someone is either melted or torched .
OR
Just have an object fall from above and crush you. .
It's swift...and painless... SPLAT!
Last edited by Lorein Azura Childs; 06-25-2007 at 11:53 AM.
Lorein Azura Childs
Tharashk
Guild Leader: Sanctuary
http://ddosanctuary.guildportal.com
Evangelina Azura Childs.......Cleric (13)
Lorein Azura Childs.............Cleric (14)
Navidiius Terra Apexi...........Wizard (14)
Legebrandiel Engeven..........Paladin (06)
Mithrialia Narawen Engev'fer.Ranger (14)
Charmian Loreweaver..........Bard (07)
Arcadia Terra Apexi........... Wizard (13)
No good deed goes unpunished.
A rotating shaft on two walls of a hallway or room with either blades or teeth in on the shaft.
Both walls will move in to crush the offending party member, while mashing them up.
Have to find the box in a relatively short period of time or you will die .
Could be used in long hallways for added sadistic joy on the part of dms .
Lorein Azura Childs
Tharashk
Guild Leader: Sanctuary
http://ddosanctuary.guildportal.com
Evangelina Azura Childs.......Cleric (13)
Lorein Azura Childs.............Cleric (14)
Navidiius Terra Apexi...........Wizard (14)
Legebrandiel Engeven..........Paladin (06)
Mithrialia Narawen Engev'fer.Ranger (14)
Charmian Loreweaver..........Bard (07)
Arcadia Terra Apexi........... Wizard (13)
No good deed goes unpunished.
Magical maze traps.
Upon triggering of the trap, the entire party is teleported to an extra-dimensional pocket consisting entirely of a maze infested with traps and monsters, and NO loot.
Tell me that parties wouldn't bring a good rogue to disable that trap.
Lorein Azura Childs
Tharashk
Guild Leader: Sanctuary
http://ddosanctuary.guildportal.com
Evangelina Azura Childs.......Cleric (13)
Lorein Azura Childs.............Cleric (14)
Navidiius Terra Apexi...........Wizard (14)
Legebrandiel Engeven..........Paladin (06)
Mithrialia Narawen Engev'fer.Ranger (14)
Charmian Loreweaver..........Bard (07)
Arcadia Terra Apexi........... Wizard (13)
No good deed goes unpunished.
I also always liked the idea of a delayed trap where the rogue goes up and disables the trap and it goes off anyways down the hall....probably shouldnt of been standing there....and takes a few party members out...
OR...
How about when players run ahead and set traps off they dont go off right away or at the point of triggering but instead back down the hall (where the group may happen to be again) or go off 5 seconds later when the rest of the group catches up to the rushing party member .
Lorein Azura Childs
Tharashk
Guild Leader: Sanctuary
http://ddosanctuary.guildportal.com
Evangelina Azura Childs.......Cleric (13)
Lorein Azura Childs.............Cleric (14)
Navidiius Terra Apexi...........Wizard (14)
Legebrandiel Engeven..........Paladin (06)
Mithrialia Narawen Engev'fer.Ranger (14)
Charmian Loreweaver..........Bard (07)
Arcadia Terra Apexi........... Wizard (13)
No good deed goes unpunished.
I love these in the Maze of Madness. Lever puller is safe, but his party hiding around the corner gets skewered! I'd definitely like more of the old switcheroo. Box A disables Trap B, Box B disables Trap A, etc.
But, I think the best suggestions are the magical based Slay Living trap or Break Enchantment trap.
The Indiana Jone's ball of doom would be a cool one. Also, whatever happened to rooms filling up with water? Take care of those 1 or 2 folks without UA...
It would be nice to have some moving walls in there (maybe stick the spinny traps on them and have the wall move in on the party until the rogue disarms).
Re. having non-disarmable traps. Not really wise. Unless you really want to reduce the need for rogues even more there.
Mr. Potatohead...MR. POTATOHEAD!!! Backdoors are NOT SECRETS!!!
If you're going to fortell DDOOOOOOOOOMMMMMMMM!!!!!, do it right
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Do you know what time it is in Tokyo right now? It's the future.