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  • Dispel trap

    I've always wondered if there was any way to make something like this. It would create a whole new useful, and interesting, strategy for stealthy types like rogues and rangers.

    Granted, traps can already be pretty deadly, but I just had to ask.

    Personally, since you have to go through the difficulty of making it and getting someone to step on it (traps can be hard to disarm but even powerful ones are not THAT difficult to see), I think the dispel DC should be seriously high, allow for no save, and even avoid being subject to spell resistance.
    sigpic
    Osclow Wiltenholm- "I have seen behind the mask and almost miss the bliss of ignorance."

  • #2
    Traps are very under utilized on the server IMO, I'd love to see more of them.
    Originally posted by Saulus
    Stop playing other shitty MMOs and work on Sundren, asshole.

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    • #3
      For the record, only rogues get to disarm traps over DC 20, if I'm not mistaken.

      Good idea nonetheless. When casters suddenly can't solo anymore due to constant buff loss, that'd even the playing field some.

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      • #4
        I'm surprised they are underused. Even when they removed the ability to put more than one atop each other, it was scary what some people could do with traps.

        Logan and Fenton in particular.

        Still, I'd like to see something like this and NOT just because I'm thinking of making a rogue myself lol
        sigpic
        Osclow Wiltenholm- "I have seen behind the mask and almost miss the bliss of ignorance."

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        • #5
          Only problems i have with traps is the auto reset function that some set traps seem to have and traps that don't allow saves.... traps either need an attack roll or a save. auto damage or spell effect should not exist.

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          • #6
            Originally posted by gbbishop View Post
            Only problems i have with traps is the auto reset function that some set traps seem to have and traps that don't allow saves.... traps either need an attack roll or a save. auto damage or spell effect should not exist.
            It already does though. There are several spells that allow for no save at all.
            sigpic
            Osclow Wiltenholm- "I have seen behind the mask and almost miss the bliss of ignorance."

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            • #7
              This has been on the todo list since the Necropolis first opened.

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              • #8
                Of course it is the thieves and fighters who lead the party most of the time who can only survive with the buffs provided by the casters that will be striped of their buffs most often.

                If magic traps exist thieves should not be allowed to remove them, casters should. Casters should also be allowed to cast the spells that create and remove them.

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                • #9
                  I disagree. I like the idea of the traps being complicated devices that only the rogues can disarm. It only further enchances their use. Also, traps have always been a rogue-ish kind of thing (counting Ranger as 'rogue-ish') Imo they should remain a rogue-ish thing even with these new traps. Casters have enough goodies already.

                  Not that a caster is not without options of course. Summon Monster I is an excellent way to disarm traps... in another sense.
                  sigpic
                  Osclow Wiltenholm- "I have seen behind the mask and almost miss the bliss of ignorance."

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                  • #10
                    I think this idea is pretty good. Traps being used more often would enhance combat aspects that have been previously overshadowed by spellcasters and their buffs, and would provide even more options for the rogue to fight them on equal terms in PvP. In fact, the idea of setting wards and prepared traps in particular has always fascinated me within the context of NWN2.

                    I'm not well versed in all prestige classes, but I think a trapmaster/ warder class that specializes in magical and physical wards would be interesting. Of course, you could just make an arcane trickster that has abjuration as a specialty or somesuch. But anyway! I agree, magical traps sound like fun.
                    Characters:
                    Peridan Twilight, one-eyed dog of the Legion, deceased.
                    Daniel Nobody, adventurer and part time problem solver.

                    [DM] Poltergeist :
                    If you can dodge a wrench, you can dodge an intermediate deity's unbridled fury.

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                    • #11
                      Arcane Tricksters....gotta love 'em
                      Ursus Ahrahl: Vengeful Desert Warrior (http://www.sundren.org/wiki/index.php?title=Ursus_Ahrahl)
                      Zaphram Babblerocks: Silly Gnome Tinkerer
                      Ronon Darkholme: Eye and ear of the Night Watch of Kelemvor's Eternal Order (http://www.sundren.org/wiki/index.ph...onon_Darkholme)
                      Jakomyn Moriarty: Misunderstood Calishite mage (http://www.sundren.org/wiki/index.php?title=Jakomyn_Moriarty)
                      Turin Greyhold: Ex-mercenary paladin of Torm (http://www.sundren.org/wiki/index.ph...reyhold,_Turin)
                      Alexandros Pentacost: 1/2 Orc Cleric of the Red Knight
                      "Remember, Private..Friendly Fire is not a nice warm place you and your hippy buddies sit around at night toasting marshmallows and singing Kumbaya." --Me to one of my troops way back when

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