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  • on traps

    Originally posted by Urithrand View Post
    Nobody RPs their characters afraid of anything. Ever (with a few small exceptions). The only thing people actively try to avoid (as you will notice when people quite willingly walk over a trap because they know it won't kill their PC, as Sean and I proved the other day) is death and the exp hit.
    Quote taken from a different thread and it reminded me to type this out. Sean and Uri proved it on me *guilty hand goes up* although I know that the running over traps technique is quite common (esp for the dwarves and those with a lot of HP).

    Recommendations:
    -If possible, remove the trap description or danger level. If possible to distinguish between non-rogues, even better.
    -If possible, have the traps also trigger a spawn. A person is less likely to get hurt if they think they'll enter combat as soon as it triggers.
    -Develop new traps that do more than just damage. E.g. Attribute drains that last longer than the next "rest". Death and XP loss doesn't have to be the only thing people will want to avoid.
    -Increase damage but not DC level. No need to triple-trap something (as in my case), just make the damage more powerful. I recommend the lower DC because not even the rogues can disarm the 3 fatal traps (again, in my case *grin*) unless they're a high level. This will make rogues even more appealing to people and non-rogues less willing to just run over a trap.

    Any, just a few thoughts. The above also has the benefit of increasing the love for rogues and trap setters alike.
    characters:
    Jos'iah Ithildurin - Semper, a guardian of Haldemar. "One should always be faithful"
    Elijah - Warrior Mage and Legionairre of Sundren. "My axe and my magic will cleave you!"
    Duskthorne - Bounty Hunter. "Every land needs a masked man to do the dirty work for them" (personal heroes: The Knight of the Flying Rodent and The Monk of the Arachnid Order)

  • #2
    Increase damage but not DC level. No need to triple-trap something (as in my case), just make the damage more powerful. I recommend the lower DC because not even the rogues can disarm the 3 fatal traps (again, in my case *grin*) unless they're a high level. This will make rogues even more appealing to people and non-rogues less willing to just run over a trap.
    I did feel kind heelish doing that to you, but I wanted to prove a point.

    When people become comfortable with the mechanics of the game, they take things for granted.
    Given all that said, even if it had been only one trap, you deserved to die.
    You knew it was a acid trap, and you shifted into TROLL form to spring it? Acid + Troll = bubbling goo.

    That said, you ahve some striking great suggestions here.
    I don't think I've ever looked into modding traps, so I'm not aware of what can be done with them. With my limited schedule, I don't have the time either. But if there is someone else out there with skills, they should step up and join the team, doing stuff like this.

    Again, these are very good suggestions.

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