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  1. #1
    Community Member Alrik_Fassbauer's Avatar
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    Default Very rough idea : Trapmaking Tree

    Hello,

    I'm not that fluent in (A)D&D rules, so I thought, that *perhaps* this tree might be possible ?

    My initial thought was to buff up Trapmaking a little bit and make it better known among players
    plus use the various trap parts every Rogue or Artzifoicer has, but has no use for them.

    This should be an Universal Tree, means that it woukld be available for *all* classes.

    Trapfinding should not be included,
    and it should exclusively focus on Trapmaking !

    It would have / contain several paths which are dependent on the player character's class.

    For example, only divine classes would be able to make Traps out of Holy Trap Parts. No other class should be able to use these parts.
    I'm not sure about Unholy Trap Parts, though.
    Casters would be able to use Force Trap Parts.
    Acid Trap Parts perhaps as well.
    Mechanical Trap Parts sound fairly neutral to me, so they should be useable by all classes, or by Rogues & Artificers only.

    Well, this is still a very rough idea, but it would make Trapmaking more accessible.

    It would also make Holy Trap Parts become useable at last.

    These days I don't think that Trapmaking is favourable among speedrunners & zergers.
    I rather tend to believe rthat Trapmaking is something solo players would vastly benefit from, because solo players have to play much more strategically in any dungeon,
    whereas speedrunners ( groups ) would just overwhelm enemies via brute fighting / casting force.

    Alrik
    "You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"

  2. #2
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    Crafting should not be an enhancement tree, because you shouldn't have to spend AP on non quest related features. Just make it a crafting system with its own progression like Cannith.

    The problem with trap making isn't the crafting mechanic, though, it's the lack of useful crafted items. If you want to improve trap making then start by suggesting what you would actually want to craft.

  3. #3
    Community Member Alrik_Fassbauer's Avatar
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    Well, I vaguely have it in my memory that the dc of traps is dependent on the trapper skills - be it disable traps or whatever.
    But other classes don't have that. So, another idea I had was to give non-Rogue & non-Artificer classes the dcs they need to make their traps work - and become dangerous for enemies.
    "You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"

  4. #4
    Community Member Annex's Avatar
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    The Rogue Mechanic Tree includes enhancements that increase the difficulty checks associated with traps, pushing them to very high levels.

    While most groups move too quickly for a Rogue Mechanic to use traps often, they still have a place in difficult encounters, especially when playing solo. A well placed Glitterdust or Web trap can still save your life.

    Every character can take one Rogue level and gain trap finding skills. Alchemists essentially borrowed grenade traps from Rogues, making them into something powerful. I am not a fan of giving away yet more Rogue abilities to other classes.

    I have long advocated for more and better Rogue traps using various ingredients now considered useless. I was greatly disappointed to see that my suggestion for Cannith Demolition Spiders was built into Sharn Rogues while player character Rogues received nothing.
    Sophie Cat Burglar - Creator, Dreamer, Explorer - Happy yet Sad - Seeker of Beauty and Wonder
    Exotic Item Recovery Specialist. I wish you all many happy adventures!

  5. #5
    Community Member Bunker's Avatar
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    Traps do work. There are a few traps that work well, however not as well as they could.

    Laying traps in a quest is slow, because it requires a mob to set it off. Most groups like the attack first method, instead of a set trap and drag the mob I to it method.

    Damage traps have never scaled well. They might be useful in Normal content, and casual, but outside those difficulties damage traps have not shown to worth using.

    Trap making for CC traps had potential but they stopped at only low level spells. They needed to follow through with more spells. More recipes. More options.

    When ravenloft and House J series was new, is the last time I used traps a lot. Haven't done much since. Web and glitterdust were my go to traps. And some quests I would use the Noise-maker. They are not for the zerger type, but they worked well.

    This is where they would need to start. With respect, I think a tree is the wrong approach at the moment. They need to start with implementation of more types of traps. More recipes. More spells.
    Mothergoose - Kardinal - Bunks

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