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Thread: New trap types

  1. #21
    Community Member AmsterdamHeavy's Avatar
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    Quote Originally Posted by DKerrigan View Post
    Is it in the 2nd part of STK, after the rivergate? I found a chest in a kinda room off to the side there that I don't remember ever seeing before Thursday night...
    Off to the side at the top, before you get to the 2nd elemental. Yeah, they added that one a little while ago...round the same time they added loot to some of the "key" chests (like the Rivergate Key chest).
    True Neutral

  2. #22
    Community Member AvatarJeffy's Avatar
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    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.

  3. #23
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    Quote Originally Posted by Cassiline View Post
    There are all sorts of traps out there now. There are blade traps that deal slashing damage, spike traps that deal piercing damage, fire traps that deal fire damage, acid traps that deal acid damage... Notice a pattern? I think it'd be interesting if there were other traps. One that I'd find particularly interesting would be a dispell magic trap. People would think twice before running through that! Or how about a slow trap conveniently placed where monsters can get to. There are plenty of options that don't involve straight damage, why not try them?
    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.

  4. #24
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    Quote Originally Posted by Cassiline View Post
    There are all sorts of traps out there now. There are blade traps that deal slashing damage, spike traps that deal piercing damage, fire traps that deal fire damage, acid traps that deal acid damage... Notice a pattern? I think it'd be interesting if there were other traps. One that I'd find particularly interesting would be a dispell magic trap. People would think twice before running through that! Or how about a slow trap conveniently placed where monsters can get to. There are plenty of options that don't involve straight damage, why not try them?
    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.

  5. #25
    Community Member Gypsy_Mouse's Avatar
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    Quote Originally Posted by Ghoste View Post
    Teleport trap: similar to above, but with more range and random destinations.
    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


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    I would die naked beneath a blackthorn, keening for the missing moon.

  6. #26
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by Gypsy Mouse View Post
    They had these types in the old Ravenloft game. I loved them!
    Strahd was a fargin sneaky bastage!

  7. #27
    Community Member Klattuu's Avatar
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    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

  8. #28
    Community Member Lorein_Azura_Childs's Avatar
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    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.
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  9. #29
    Community Member Lorein_Azura_Childs's Avatar
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    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
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  10. #30
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    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.

  11. #31
    Community Member Lorein_Azura_Childs's Avatar
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    Quote Originally Posted by Aspenor View Post
    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.
    Just fill the maze with mimics too and we will have REAL fun .

    Nothing like a bit of false hope to make it all the more enjoyable hehe.
    Lorein Azura Childs
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  12. #32
    Community Member Lorein_Azura_Childs's Avatar
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    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
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    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.

  13. #33
    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by Lorein Azura Childs View Post
    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...
    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.

  14. #34
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    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.

  15. #35
    Community Member DKerrigan's Avatar
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    Quote Originally Posted by AvatarJeffy View Post
    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.
    Any trap that renders the quest incompletable is a bad thing.
    Mr. Potatohead...MR. POTATOHEAD!!! Backdoors are NOT SECRETS!!!

    If you're going to fortell DDOOOOOOOOOMMMMMMMM!!!!!, do it right
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