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Thread: New trap types

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    Default New trap types

    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?

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    He he dispel magic traps would be cool. I think the air traps could be used also, Not throwing you into spikes but maybe to an alternate(and not as nice) route through a dungeon!.

  3. #3

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    A one time pit trap: player runs over it, the door swings open and shuts. That player becomes isolated in a different part of the quest, no one can follow, and he must make his way back to the rest of the party.

    Teleport trap: similar to above, but with more range and random destinations.

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    Community Member Shecky's Avatar
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    Quote Originally Posted by Ghoste View Post
    A one time pit trap: player runs over it, the door swings open and shuts. That player becomes isolated in a different part of the quest, no one can follow, and he must make his way back to the rest of the party.
    Wizard King, sorta.

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    Community Member Mad_Bombardier's Avatar
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    Quote Originally Posted by Ghoste View Post
    A one time pit trap: player runs over it, the door swings open and shuts. That player becomes isolated in a different part of the quest, no one can follow, and he must make his way back to the rest of the party.

    Teleport trap: similar to above, but with more range and random destinations.
    Or like the undead shaft in AtDQ.

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    Community Member Hendrik's Avatar
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    Are we sure we want to give the DEV's more interesting ways to kill us?!?



    Some great progress has been made in the area of traps. More can, and I'm sure will be, implemented. Grimtooth would be proud of what the DEV's have done with traps....

    I like the Dispell idea. Very good one. Maybe an anti-magic field trap? Teleport trap?!? So many idea's and so little traps...

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
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    Community Member Stormanne's Avatar
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    Where's the blunt traps, the classic two wall panels that slam together in a near instance to smash you to a pancake (or waffle if there is a texture on the wall).

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    Community Member Stormanne's Avatar
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    And...wait for it...it almost here...

    MIMICS

    My roommate reminded me about Mimics. Fat juicy chest that turns out to be a monster lying in wait. Or better yet, a rest shrine...

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    Community Member DKerrigan's Avatar
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    Geez...you guys need to get more creative...Flesh to Stone traps anyone?

    Or maybe a nice Circle of Death trap?

    Symbol of Weakness? Or maybe a maximized Delayed Blast Fireball "effect" that can be disabled...cast in a hidden compartment in the ceiling/wall/floor that activates when the panel slides open, deactivate the mechanism that opens the panel type thing...

    Just as long as they don't start using the CfO trap as the standard for trap DCs.
    Last edited by DKerrigan; 06-23-2007 at 11:01 AM.
    Mr. Potatohead...MR. POTATOHEAD!!! Backdoors are NOT SECRETS!!!

    If you're going to fortell DDOOOOOOOOOMMMMMMMM!!!!!, do it right
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    Community Member Hendrik's Avatar
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    Quote Originally Posted by DKerrigan View Post
    Geez...you guys need to get more creative...Flesh to Stone traps anyone?

    Or maybe a nice Circle of Death trap?

    Symbol of Weakness? Or maybe a maximized Delayed Blast Fireball "effect" that can be disabled...cast in a hidden compartment in the ceiling/wall/floor that activates when the panel slides open, deactivate the mechanism that opens the panel type thing...

    Just as long as they don't start using the CfO trap as the standard for trap DCs.
    **** you!

    NOT 'posed to give THAT idea to the DEV's!



    Mimics;

    OMG please! Kinda related note, the chest-trap in the Orc Lair (i think). That was kinda cool.

    Closing Wall Trap;

    Those kind of traps are the quintessential trap in DnD IMO.

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
    Adventurer, Bug Reporter, Mournlander.

  11. #11

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    TRD has been really creative with traps lately.

    But again, in the same fashion as new types of monsters being added, none of the original quests (or even just the older ones) benefit from that creativity.

    I strongly believe that taking a small portion of time every module to revamp and randomize some of the older quests would make a big difference to a lot of people's willingness to start new characters.
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  12. #12

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    Oh, and on the topic of traps, they really need to find another mechanic beside the "Control Box."

    Where are the pressure plates and trip wires? I'd like to see more ways for Rogues to disarm traps, besides just mucking with a box.
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    Community Member Hendrik's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    TRD has been really creative with traps lately.

    But again, in the same fashion as new types of monsters being added, none of the original quests (or even just the older ones) benefit from that creativity.

    I strongly believe that taking a small portion of time every module to revamp and randomize some of the older quests would make a big difference to a lot of people's willingness to start new characters.
    I wholeheartedly agree! TRD has really got his 'evil on' with traps. That creativity has really shown through with Gianthold. Really started to see it, IMO, with the release of Spire of Vadalius (sp?) in Delera's Graveyard. At least that is when I first remember seeing two different traps combined into one.

    Sad but true. I wonder at the feasibility of 'simply' changing what was once a fire trap to an acid trap or something along those lines...

    Something we all would love to see MT. Changing things up a bit in the older quests would add more playability and would even go as far as saying people might actually be edger to start new characters - I would! Come to think of it, we could actually be seeing the start of it now MT. There is a new chest in STK for example....

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
    Adventurer, Bug Reporter, Mournlander.

  14. #14
    Community Member DKerrigan's Avatar
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    Quote Originally Posted by Hendrik View Post
    I wholeheartedly agree! TRD has really got his 'evil on' with traps. That creativity has really shown through with Gianthold. Really started to see it, IMO, with the release of Spire of Vadalius (sp?) in Delera's Graveyard. At least that is when I first remember seeing two different traps combined into one.

    Sad but true. I wonder at the feasibility of 'simply' changing what was once a fire trap to an acid trap or something along those lines...

    Something we all would love to see MT. Changing things up a bit in the older quests would add more playability and would even go as far as saying people might actually be edger to start new characters - I would! Come to think of it, we could actually be seeing the start of it now MT. There is a new chest in STK for example....
    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...
    Mr. Potatohead...MR. POTATOHEAD!!! Backdoors are NOT SECRETS!!!

    If you're going to fortell DDOOOOOOOOOMMMMMMMM!!!!!, do it right
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  15. #15
    Community Member DKerrigan's Avatar
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    Quote Originally Posted by Hendrik View Post
    **** you!

    NOT 'posed to give THAT idea to the DEV's!



    Mimics;

    OMG please! Kinda related note, the chest-trap in the Orc Lair (i think). That was kinda cool.

    Closing Wall Trap;

    Those kind of traps are the quintessential trap in DnD IMO.
    Pfft. Do you know how insanely hard it is to get a rogue into the Gianthold pre-raid? More inconvenience traps like a FtS AoE that had a chance to statue 1/2-3/4 of the party would make rogues actually useful...besides, it's not like FtS doesn't have a save or counterspell or anything...
    Mr. Potatohead...MR. POTATOHEAD!!! Backdoors are NOT SECRETS!!!

    If you're going to fortell DDOOOOOOOOOMMMMMMMM!!!!!, do it right
    Member of Cupcake's Muskateers (/wiggle)

    Do you know what time it is in Tokyo right now? It's the future.

  16. #16
    Community Member Hendrik's Avatar
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    Quote Originally Posted by DKerrigan View Post
    Pfft. Do you know how insanely hard it is to get a rogue into the Gianthold pre-raid? More inconvenience traps like a FtS AoE that had a chance to statue 1/2-3/4 of the party would make rogues actually useful...besides, it's not like FtS doesn't have a save or counterspell or anything...
    Unfortunately, I do...



    But think of the poor zerglings! Won't someone think of the zerglings!?!?

    Last edited by Hendrik; 06-23-2007 at 12:06 PM.

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
    Adventurer, Bug Reporter, Mournlander.

  17. #17
    Community Member Treerat's Avatar
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    Bah you are all forgetting the old standby of the wall that rotates and puts half the party into a different path. And where is the boulder that rolls down the hall squishy anyone that doesn't run fast enough (and coincidentally forcing the group into a different path)?!

    Oh and how about REALLY evil traps. Traps that are linked to the control boxes so that (for example) if the person disabling the trap doesn't look for the second control box in a different location.... they (or the group waiting behind them) get hit with a different and far worse effect (mass flesh to stone & instant acid fog anyone?). Even nastier, make the "trap on the trap box" random so you never know without a good spot and/or thorough scouting if the box is safe, or if you just missed that second box. Lastly, where are the delayed traps?! Come on - nothing was more evil for a DM than a trap that didn't hit the person that tripped it (who would say "all clear") then suddenly get the rest of the party fried (or melted/ skewered/ minced/ etc) because the trap went off a few seconds later or after 2 people hit the trigger.
    "Evolution needed a hand so it hired me; I'm the chlorine in the gene pool." A certain DAoC Nightshade...

  18. #18
    Community Member DKerrigan's Avatar
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    Quote Originally Posted by Hendrik View Post
    Unfortunately, I do...



    But think of the poor zerglings! Won't someone think of the zerglings!?!?

    Sure, I'll think of them...as I finish killing the mini-boss and they're still rolling 1s on their save...
    Mr. Potatohead...MR. POTATOHEAD!!! Backdoors are NOT SECRETS!!!

    If you're going to fortell DDOOOOOOOOOMMMMMMMM!!!!!, do it right
    Member of Cupcake's Muskateers (/wiggle)

    Do you know what time it is in Tokyo right now? It's the future.

  19. #19
    Community Member Hendrik's Avatar
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    Quote Originally Posted by DKerrigan View Post
    Sure, I'll think of them...as I finish killing the mini-boss and they're still rolling 1s on their save...
    LOL

    Quote Originally Posted by hsinclair
    I heard the devs hate all wizards, bards, clerics, fighters, and fuzzy bunnies and only want us to play halfling barbarian/paladin shuriken specialists!

    It's totally true, I have a reliable source. You better reroll now.
    Adventurer, Bug Reporter, Mournlander.

  20. #20
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by Ghoste View Post
    A one time pit trap: player runs over it, the door swings open and shuts. That player becomes isolated in a different part of the quest, no one can follow, and he must make his way back to the rest of the party.

    Teleport trap: similar to above, but with more range and random destinations.
    Some of my favorite D&D trap types

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