Kerron Avon, Human Tempest-Ranger 16 *32 Pt/2200 Favor* Brottor Uthlord, Dwarven Cleric 14/Fighter 1 *1755 Favor* Trellain Silverwood, Elven Archmage 15 *2100 Favor* Gorman Uthgar, Dwarven Tactics Fighter 11 *32 Pt* Wogan, Halfing Cleric 7 *32 Pt/DragonMarked* Sign Gary's Monument Petition: http://forums.ddo.com/showthread.php?t=138646
I agree it is not worth it under current game mechanics.
What I have been reading so far is that rogue are needing 50-60+ reflex saves for the same traps that where once only needing 30+. This is a bit of a stretch and needs to be toned a little. Now if what you are saying is true and a rogue can reliably make their saves on elite with a 40-45 reflex save, then I say that sounds fair enough. 40-45 does not gimp combat, but the 50-60 that I have been reading about on the forums does, since it takes feats to get that high.
what I do not agree with is upping the difficulty of traps or saves to make rogues more valuable. All that does is discourage players from running those quests. I can't tell you how many times I have invited a rogue because they said they could disarm a certain trap only to blow it up and blame it on a 1 which is not an auto failure anyway.
Again it really kind of boils down to the fact that class balance is far less important in D&D than it is in DDO, because in D&D you're working with a static group of 3-5 other people on a regular basis, and you can work together to make sure all your bases are covered.
If no one wants to play a rogue, someone can play an arcane trickster and fill in the gap. If you have a rogue and an arcane trickster in the same party, they start to know who's got what strengths and they can work together.
In DDO, you don't really work together, at least not in the same way. And people can start to become redundant. And that's a problem.
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Yeah, I agree with this statement (except for the part about upping difficulty. There hasn't been any increase in the DCs for Disarm, Search, or Spot. Its just more damage and harder saves if you end up in the trap). I think that upping the damage from traps was a very good idea, not because it makes rogues more valuable, but because it makes traps more in line with the dangers of the rest of an elite quest. There are still plenty of ways around or through traps without a rogue, its just more appropriately painful. Since we are talking elite, these are quests that people have run several times before. So being 'ambushed' by a trap isn't a likely event.
The new DCs are pretty extreme, though. As far as I know, the 60s and higher numbers being thrown around were speculations about how things would scale up, not actual figures. There are some documented low 50s, IIRC. Since you can get to the +70s range as a rogue..if that's all you want to do... I don't think 40s and 50s are that gimping for high level elite.
The low level elite DCs in the 30s are pretty sick, but none of those quests require you to go into the trap anyway. Nor is the damage fatal unless you get hit multiple times (admittedly entirely possible).
Will fighters, barbarians, clerics or arcanes be getting new enhancements?
Nothing in mod 6 and nothing (yet) for mod 7?
PLEASE, FOR THE LOVE OF ALL THAT IS HOLY IN XEN'DRIK - CAN WE PLEASE MOVE THE MULTI-CLASS v. PURE CLASS DISCUSSION TO ANOTHER THREAD!!!!!!![]()
1 thing. Can you edit the tip on rest shines resetting to also include lanscapes?
Guinglain 20 Barb Tynnian 20 Cleric Citrinitas 23 Rogue Nataichal 20 Sorcerer Dy Trying 20 Bard/Ranger Altar Boy 8 Paladin Wynds of Change 20 Pal/Fight/Rogue Near Miss 20 Ranger/Rogue Beeten Senseless 24 Monk/Fighter Systematic Elimination 16 Wizard
Ummm.. Spot to..
*gm* Make a Spot check
*rogue* Ok I rolled a 30..
*gm* Ok you see a Trap set up ahead that if you stepped on that plate on the floor a blade would have shot out cutting you at the knees... Wow luckily you made that spot check so you can search for trap mechanism so you can disable it..
Spot is a very import Trapsmith skill...
Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4
One of the things i noticed in the new content, is fewer traps overall, only Rainbow in the dark has any, and of those 2 of them lead to chests only, and none require you to be in the trap to disable, so really we are looking at maybe 20% of traps in the game that require the player to either pass through the trap or stand in it to disable. The MC rogue can still disable the box without issue as dd dc's have not changed. I however am of the opinion that a full rogue should enjoy an advantage in traps over an MC rogue, simply because it is a core ability and they are provided class feats to enhance it.
Saying an MC rogue should be as effective as a full rogue when it comes to saving against traps, is like saying I take one lvl of barbarian and I should get all levels of rage enhancements, or taking 2 lvls of wizards and gaining acces to lvl 8 spells, take 2 lvls of anything and all the benefit you should get is 2 levels. Some would argue that things like barabarian rage define the class so it is not a fair comparision, but trap sense is a class granted feat, so while it is not the only thing that defines a rogue it is a core innate ability, and should be recognized as such.
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Arko Highstar
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Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4
Kerron Avon, Human Tempest-Ranger 16 *32 Pt/2200 Favor* Brottor Uthlord, Dwarven Cleric 14/Fighter 1 *1755 Favor* Trellain Silverwood, Elven Archmage 15 *2100 Favor* Gorman Uthgar, Dwarven Tactics Fighter 11 *32 Pt* Wogan, Halfing Cleric 7 *32 Pt/DragonMarked* Sign Gary's Monument Petition: http://forums.ddo.com/showthread.php?t=138646
in pnp spot has nothing to do with traps, in pnp it is all about search. Basically the dm is expecting you to make an active search to find a trap.
edit: look at any 3.5 module there is no spot check for any trap, just a search and dd or ol check, spot checks for traps is a ddo only feature to speed up gameplay
Spot (Wis)
Check
The Spot skill is used primarily to detect characters or creatures who are hiding. Typically, your Spot check is opposed by the Hide check of the creature trying not to be seen. Sometimes a creature isn’t intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it.
A Spot check result higher than 20 generally lets you become aware of an invisible creature near you, though you can’t actually see it.
Spot is also used to detect someone in disguise, and to read lips when you can’t hear or understand what someone is saying.
Spot checks may be called for to determine the distance at which an encounter begins. A penalty applies on such checks, depending on the distance between the two individuals or groups, and an additional penalty may apply if the character making the Spot check is distracted (not concentrating on being observant).
Last edited by ArkoHighStar; 02-18-2008 at 04:45 PM.
Fallen former minion of the Gelatinous Cube
Proud Member of Ascent
Arko Highstar
Arckos Highstar
Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4
Huh... your right...
I never actually played it that way..
as a GM I always played it if a situtation allowed for the chance of spotting a trigger for a trap I would allow a spot check to see if it the rogue notices it before it was set up...
But your right..
But having a Paranoid Group (aren't they all) searching every spot to see if there may be a trap would slow things down allot!!
But I guess I have been using a house rule... oh well..
Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4
But an important point of note, a good DM will give a subtle hint as to the presence of a trap, even if it's just a little thing such as a detailed description of the room. At least, that's how I feel. The spot check mechanism kindof advertises to your players something is there, with you picking up the dice and rolling them.
Ok I did some digging... and the D&D FAQ points out that a Spot check can be used too see if something is amiss hinting that there may be a trap somewhere...But search would be used to actually find the trap then. they give no clues on what the DC would be.. But it is not really a set rule and more of the sage suggesting a house rule.
Edit: Eeeek... Aspenor beat me again!! Curses Foiled again!
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Last edited by dragnmoon; 02-18-2008 at 05:12 PM.
Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4
Ya see... this is where we start getting a bad rep as whiney complainers who are never happy. We have asked for an alternative to repair Dragon Armors and they gave it to us. You questioning it sort of invalidates the good work they just did. Be happy that they gave us exactly what we asked for. Who cares if the repair person is in Timbuktoo or Meridia. It's in the game and we can access it. Good enough for everyone.
EDIT: Also... leaving the relic repairers in Giant Hold still allows people who do enjoy farming relics a cheap alternative to repair the armors rather then spending plat.
Exactly.![]()
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