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GENIUS!
...Further reading: Moar Traps
"It's ok Anna, no one will have to know!"
No.
because every group would need a rogue.
And that's just stupid and bad design. In so many ways.
I would sign. What is happening now is:
http://forums.ddo.com/showthread.php?t=317097
Goat, Sammich, Poultry
actually intel isnt devoted to one thing, that would be a knowledge skill as per PnP. anyone with higher then 24 int on thier character, has a character they cant even actually RP right because your character now has a mind more on par with Mr Fantastic or Iron Man from comics. Super intellect is a true super power and 24+ is that. So when I say my wizard with a 40 int is all knowing from an RP standpoint, he is.
We have a skill, that once you have access to it, gives you the right to persue the knowledge of how to disarm, and construct, traps. If Gambit( probably a pure rogue or close to it) and Iron Man both are called upon to deal with an ancient feat of engineering that is threatening to kill them all, whom would you trust to do it?
Another Example. Indiana Jones. He has a few lvls of rogue to be sure. First and foremost however he is a proffessor, a scholar, probably using classes like scientist and doctor from modern D20 systems. He has at the most 4 lvls in rogue, more likely 2 though. And he was awesome with traps. Proof that evasion is worth 2 lvls to get for nearly anyone.
Great feedback.
So it seems the only major hurdle would be the players which say, "If it can't be done without a rogue, it's not fun." -Valid point.
If I had to wait around for BOTH a cleric and now a rogue it would pose a bit of a time problem. I would propose that the effects take place in Elite at the very least. While Hard and Normal remain static. Perhaps higher level quests Hard+Elite while normal stays static and the highest level quests Normal and above would use the new trap settings. I would actually have no traps on causal.
I'm not sure if this would create a balance to people looking for a challenge and the ones looking to keep spot at 0.
On the other hand there are several quests already that really are too much for most players without a rogue. Elite monastery and elite Gwylin's Stand come to mind.
Last edited by Syllph; 05-08-2011 at 11:34 AM.
My two favorite traps in the game are the one in Weapon Shipment on the way to the optional...very cunning (I won't spoil it if someone hasn't done it), as well as the hidden pit/spike trap in Enter the Kobold (I have seen more than one person fall in, including myself the first time).
I think we need more interesting traps like these as opposed to the typical, overused pop up blades and such, even if they are semi-random.
The best part of the 10th Anniversary of DDO...the description on the Oatmeal Raisin Kookie,
"From a distance you thought this was a chocolate chip kookie. Now you're sad."
Some may think I am not a rogue supporter, I very much am, and would indeed love to see more traps. Just not a need for pure class BS which is always BAD imo.
One favored trap I loved in PnP was the reverse gravity trap. Non Lethal variation included when trying to get deeper down, them being place in ways that would send you back to the upper lvls. And would tpically have resetting magical traps or re animating undead, or self repairing constructs re lining the halls downwards once more.
More lethal variance is hurling upwards, being impaled upon spikes, and then slowly forced all the way down them.
Another good way would be underwater quests with traps. I have noticed those traps people seem more willing to hold back while rogues disarm them.
Finally Id actually like to see some quests where assassination rogue style is the TRUE objective to the point of making a boss with total immunity to all dmg other then sneak attack, but soft enough one good one from the right lvl rogue would end them. making some content actually being built around my idea of a rogues true pure class specialty Sneak Attack.
Go run epic chains. The traps in there are super awesome.
Also as another poster pointed out monastery of the scorpion, rainbow in the dark, and sins of attrition on elite both have super nasty (on elite) random trap locations
I think this is a great idea, with the following implementation that I have suggested before:
Semi-random traps, as described by the OP, with areas of effect that cover eachothers work-arounds. Each would also have a way to work-around without a rogue.
Since that doesn't make sense on its own, let me explain with some examples.
Example 1:
You'd have a hallway. Either one of the following traps would be there (random choice).
1) a blade trap and spikes like the one in sacrifices on Korthos covers the left side of the hallway. It is too long to jump, but you can run around it to the right.
In order not to need a rogue, if you get close enough, the trap will activate before you are actually within the damage range.
2) an acid blast that shoots down the right side of the hallway. It too, is too long to jump past, but you can simply go down the left side.
In order not to need a rogue, there will be a visual cue of corroded spots on the walls and floor on the right side (or, of course, you can test for the spikes).
Example 2:
You have a series of platforms over a pool of water. At the far end of the water is a patch of dry land with a ladder leading upwards. There is a valve near the beginning of the pool, at the top level near where you would jump onto the first platform. You can get back to the starting point from the water via another ladder.
One of the following would be in place:
1) The ladder leading up from the water has acid sprays that will hit you as you climb. One of the platforms has a wind blast that will activate when you land on it, knocking you into the water, making the platforms unpassable. Turning the valve deactivates this blast.
You will hear wooshing when you are in this room, until the valve is pulled (both audible, and GM text).
2) One of the platforms has spike traps on it. The water is safe. Turning the valve will activate a spike trap around it. There is blood on the floor around the valve
3) Same as 1, except this time, the wind trap, and wooshing won't activate until you turn the valve (ie start off). However, the acid trap has been moved from the far ladder to the one leading back to the starting point. You can be blown off the platform and safely go on, but if you use the ladder to come back, you'll get roasted if you don't disable it.
Or you can not turn the valve and simply jump across the platforms or swim in the water as you choose.
Now, you can add more than 2-3 traps, or complex series of traps, but the key is that a) there should be no single way that bypasses all traps, b) there should be a cue (visual, audible, mechanical) as to which trap is present, but you'll have to be on your toes to spot all of them c) proper trapping skills makes things easier
Not for everyone. But if you're looking for a fresh experience with a slower pace and tactical play, come check us out at www.mortalvoyage.us You might just like what you see...
Basically, you ask for all the game to change to make some gimped PrE useful? Sorry, no thanks. It just seems a better idea to make the PrE useful by giving it more capabilities.
Examples? Give the PrE bonuses to damage done with the traps they create, like +50%, +100% and +200%. Give the PrE the possibility to further increase the DC of the traps they create. High DC Glitterdust mines would be awesome. Give the PrE access to higher dps with Xbow, like being able to create bolts with grenade heads
Many traps are already quite deadly on elite. It's fine enough imo. DDO is a fast pace game. It would be a bad idea to make a class or an ability required to do any quest (it can be acceptable for some specific quest, but not for all of them). And no, clerics are not required to complete most quests.
Thelanis: Nassim* (F12/P6/M2) - Talienor** (P18/Ra2) - Feithlin** (F12/Bd7/C1) - Stoneoak* (F12/M6/P2) - Hokusai (M17/F2/C1) - Ardence* (Bd15/F3/Ro2) - Matsushiro* (Ro11/M6/P3) | Argonessen: Luneargent (W18/Ro2) - Talienor (Ro20) - Takshir (Bd16/F2/Ro2) - Hiacynthe (C20) | Ghallanda: A bunch of pre DDO Unlimited characters (field of testing for post U19)
I'd say teleport them to a place that is further away then the entrance but whose path leads to after the trap so that they don't have to repeatedly repeat the repeating trap
that way it takes them longer to complete the quest without the trap being disabled but doesn't make it impossible to get by and so that they have to run through new badness at the same time. (Note make those mobs in the trap section not count towards Slayer Bonus)
Aesop
Rule 1: Don't sweat the small stuff
Rule 2: Its all small stuff
Rule 3: People are stupid. You, me everyone... expect it
more rules to come in a different sig
I made a Cleric who specialised in turning undead once. Kicked butt when fighting undead!
But I really hated doing any quest with Kobolds, Hobgoblins, Bugbears, Ogres, Trolls, Giants, Devils, Demons, Humans, Halflings, Drow, Elves, Dwarves, Quori, Orcs, Mephits...
And any undead that wasn't turnable for some reason.![]()