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Suggestions Needed 07/06/2003 07:15 AM CDT

Heyo,

Heading into the Lion's den here. A quick update and I need some suggestions.

Update-

We are working on a Trapping system, for those of you who do not read the Ranger boards Trapping is slated to be released in 2 stages. The first being exterminating trap sold at certain shops. The second stage will be "man traps," I know Solomon had some things in mind for your guild for this stage of the system but I wanted to give you a heads up. The animal part of trapping will be based on a lot of things and mostly done with the first part of the system, exterminating traps. Then really cool stuff for the second stage.

The design and functional specs for the first part of the system have been signed off by Maelona. Right now the only GM working on Trapping is GM Taiga then Paklin and I will be moving on to it some time late summer. I need to get a design spec together for the second part. So...

Input Needed-

There was a bit of an uproar about harvesting trap parts, mostly this was because of my idea to use those trap parts with the "Man Traps," this is still an option. I really want to see a trip line with two gas charges attached at the ends. <grin> We are thinking that certain Guild leaders will teach certain trap mechanics. I don't profess to be a master on your guild's background so I need input on that. If you do not have a full team in place by the time we get to the second stage it will be Paklin and I working on your releases so I figured I would ask. I went thru most of this with Rangers earlier this year, so I would appreciate the Rangers sitting out this thread.

1- Who would be more likely to teach the mechanics of trapping?

2- What specific traps would you like to see?

3- Can harvested parts from boxes be directly used with man traps or is there another stage of work on them and how do you see that working?

If there is a question you don't feel like answering here, feel free to email me. Once, I get some feedback I'll try to grab Shakahn and pick his brain on what ya posted. After that it is up to Maelona and Rigby to decide who gets what and at what appropriate skill level.

Lastly, it needs to be said that I know a lot of folks here don't care for me and that is somewhat understandable. However behind the banter I'm a GM and I enjoy developing for DragonRealms, for the most part it hasn't been a lot of things for your guild. As fate would have it we are at that point. Lets try to get thru this. If you really feel the need to bash me I'll understand <g> but I have a small request, please don't turn this thread into a "The Top 10 ways I dream of Jent Dying" thread. Beat me up in an appropriate folder, I promise to even read them. I just like having a clean thread to look back on when I am working on design stuff based on player feedback.

Lets see how this goes.

Jent



**************************************
Some people take this game too seriously; they need to take a step back sometimes. -- Blasword. circa 2003
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Re: Suggestions Needed 07/06/2003 09:08 AM CDT

Without a few days to ponder hard on your post and request I will field some of my initial thoughts.

#1 glaring fact that struck me wrong and Being in Army and dealing with booby traps taught me otherwise.

<<I really want to see a trip line with two gas charges attached at the ends.>>
Jent

You see a trip line is generally Anchored on one end and the trap is triped thru tension on the other end. Now there is nothing in stone saying one end could not split or have a chain of traps that thru more tension being applied to it that the result is multiple traps going off. But if you put a trap on both ends. End result would generally be that one gos off and the other does not. Anyway... Really need a anchored side and a trap side.

Your Questions

.1. Who would teach it.

o Kalag teaches the KHRI for locks and disarm
oKalag teaches how to carve
o Kalag generally speaking covers locks and boxs for thief.
o Saishla teaches poison but thats not truly trap in nature.
o I think one who fits best is a GM NPC currently... Natashya = big someones assassin branch leader <silent handed enforcer>. Shes set up a few traps and ambushed quite a few in past. Shes been very quiet for a long time so may have went in retirment. Still I think a slippery main branch assassin ambusher would fit best here as a NPC. but if only a guild leader can teach it. Then its pretty much Kalag with Saishla as a possible second pick.
She also has guild hardest to get into. Alot may make 20th before they even get in and her guild even has a room that one must be 30th to walk into. So not sure on level your setting it but if it's for small levels than she is out. THen again if it's for higher levels she may be a good pick or putting another NPC type in one of her harder to get into rooms may work.

.2. What traps would we like to see.

o Mana traps
o cynaide
o sleeping traps
o pit traps with poison spikes (thief bonus to spike aragment)
o one with alot of flying poison needles. (think crouching dragon hidden tiger trap effect).
o for something I never heard anyone mention yet. RL Military grade *blood agent and blistor agent traps* <g> I went to NBC School I can give you info on the effects of bllod or blistor agent. MEAN STUFF...
o truly I am sure Rangers named off 100+ types and you got a good feel for what is doable already.

.3. on using harversted trap parts.

Yes I can or could see that working. the initial problem would be for Rangers to get there hands on said parts. Most of the thieves who get them would not or will not release them. course it could be a catalist to improve guild relations. Still Throne city museum was supose to do that for Thieves and moonies. It is slowly getting better and more accepted. Yet for a long time at first most moonies refused to deal with a Thief or want anything from a thief and considered the museum all theres.

Alot of the components would not do anything or much for damage. course could be used as trigger elements.

I could mail you a list of all traps, components and rare easter eggs. Then again you probably have it. my list consist of 28 traps.

reguardless there or alot of steel pins, coiled springs and strikers and such in components that one would think would fit well or assist in snare or trap construction.

maybe as a bonue effect. a small stick could replace a steel pin but a pin just works better. Some well tied rope, string or twine set just right works great. Yet if a coiled spring is attached to the it it may work better. ETC. So then components or not a must but if used you build a better trap or what we may refer to as a buffed up version.

OK it's still early and I don't want to strain my miniscule thief brain to much. I'll ponder harder on it later. So if I pear behind you what kind of weapon is it that Maelona can be seen prooding you with? Can I get one of those???




Shadow Judge
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Re: Suggestions Needed 07/06/2003 12:13 PM CDT
I hope this comes across sounding well...But this is something I'm really concerned with. As a lot of skills (lores) are being broken down to more specific tasks, I feel if you create this ability off the "Disarm traps" skill, you'll be moving backwards on that.

I'm noe against grandfasthering rangers or whatever else it takes...But I don't think rabbit snares, or "man traps" have anything to do with the mechanics involved in disarming boxes or any of the other thiefly uses for it. So my main question is...Will you consider making a new skill for this (Trapping)?

It just seems counter productive to have fiddling with naptha boxes teach you to noose a deer, while moving way from having embroidering a cloak teach you to forge a blade better. So is that something that could be considered?

Addle
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Re: Suggestions Needed 07/06/2003 12:21 PM CDT
Trap suggestion:

Flying Chain. Trigger the trap through a tripwire or pressure pad and a chain comes whipping out and catches the target's head, producing deep gashes and some nasty bruising. If target is quick enough, can avoid head wounds by bringing their hand up to block the chain and instead have their hand ripped up instead.

(Sorry Major.)

Tam
-You've gained a new rank in your ability to steal.
-There are only 10 types of people in the world: Those who understand binary, and those who don't.
-The sky is not falling.
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Re: Suggestions Needed 07/06/2003 12:22 PM CDT
>>I'm noe against grandfasthering rangers or whatever else it takes...But I don't think rabbit snares, or "man traps" have anything to do with the mechanics involved in disarming boxes or any of the other thiefly uses for it. So my main question is...Will you consider making a new skill for this (Trapping)?<<

Actually that's what they're gonna do Addle, no more "Disarm Traps" skill, it'll be renamed 'Traps'. Learnable thiefy ways using boxes, or ranger ways snaring animals. Two very different approaches to learning a very generalized skill, which as you said, i thought they were getting away from it.


B
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Re: Suggestions Needed 07/06/2003 12:37 PM CDT
<< I'm noe against grandfasthering rangers or whatever else it takes...But I don't think rabbit snares, or "man traps" have anything to do with the mechanics involved in disarming boxes>>
Addle


you have a good point. But if memory serves me right here at Con I heard the skill was to be remaned just Traps.
That said it then fits disarming and setting snares and stuff. Alot of skill names or just to focused in name only in my book.


Shadow Judge
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Re: Suggestions Needed 07/06/2003 12:55 PM CDT
<<The Top 10 ways to kill Jent with a 'Man-trap'>>

now That's the way to get our creative juices working!

<G>

seriously, I would suggest not using one of our guild GLs for this at all. I would suggest having Fade teach it.

Why?

1.He's damn hard to get to. Around here we take pride in doing things the hard way-the Thief way.

2.He already is involved in another guilds "quest". He should have some tie-in with us as well.

3.Who better to know about traps than someone with an army of thugs working for him...which drop boxes, etc. And the place itself looks like one big booby trap.... climb wall .... 10 thugs shoot at you with their crossbows...< you have just been struck down>....


Schvartz






~ The eye is not satisfied with seeing,
Nor the ear filled with hearing.
That which hath been is that
which shall be,
And that which hath been done is that
which shall be done;
And there is nothing new under the sun.
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Re: Suggestions Needed 07/06/2003 01:02 PM CDT
<< 3.Who better to know about traps than someone with an army of thugs working for him...which drop boxes, etc. And the place itself looks like one big booby trap.... climb wall .... 10 thugs shoot at you with their crossbows...< you have just been struck down>....>>

You can also fall thru a floor there if your young and dumb.



Shadow Judge
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Re: Suggestions Needed 07/06/2003 01:13 PM CDT
>>3-Can harvested parts from boxes be directly used with man traps or is there another stage of work on them and how do you see that working?<<

I can see them being used, yes. The problem comes then, where are Rangers going to get them? Buy them from Thieves? Are you intending that Rangers get access to HARVEST? If they do, what happens to Thieves' perks from Disarm? Poof, gone? What do we get other than "sloppy seconds" in Snares/Traps which we should be getting whether or not Rangers get access to Harvest if 'Man-Traps' is an integral part of the system?

As I've said a dozen times and will continue to say, if Rangers want to be good at everything (generalizing), then they get to specialize in nothing. Its one or the other, you CANNOT do both. Thieves specialize in a few limited areas, Stealth, Stealing, Disarm/Locks, Stealth attacks. That's about it. Why should Rangers get access to everything we've specialized in, in regards to Disarm, when they have not specialized and they have generalized.

Tam
-You've gained a new rank in your ability to steal.
-There are only 10 types of people in the world: Those who understand binary, and those who don't.
-The sky is not falling.
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Re: Suggestions Needed 07/06/2003 01:29 PM CDT
For access to parts: I don't see rangers as having access to "harvest" from boxes. I can see them Purchasing them from the same source as one obtains stout lockpicks from. For a significant fee. They would be added to the catalogue.
More stuff to ... borrow... as it were :-)


~ The eye is not satisfied with seeing,
Nor the ear filled with hearing.
That which hath been is that
which shall be,
And that which hath been done is that
which shall be done;
And there is nothing new under the sun.
Reply
Re: Suggestions Needed 07/06/2003 01:31 PM CDT
oh, and the components would have some sort of "something" done with them to make them a bit "different" inbetween the source getting them and their resale for profit...obviously the store-guy does SOMETHING with his spare time...


~ The eye is not satisfied with seeing,
Nor the ear filled with hearing.
That which hath been is that
which shall be,
And that which hath been done is that
which shall be done;
And there is nothing new under the sun.
Reply
Re: Suggestions Needed 07/06/2003 01:55 PM CDT
I definately agree with Soim's point about the tripwires. But possibly, because this is a game, and it would give IC room for improvement, what if later on, with more skill, we could set more than one trap on the same trigger? To answer Jent's questions...

1) Who would teach? I'd really like to see all the guild leaders have their own 'favorite' trap, so we would have to go to all guilds to learn different ones. Possibly even each guildleader having more than one, that we could learn at different times, instead of getting them all lumped together. Then have our skill determine how effective they are, and how quickly we can set them.

2)A kind of trap i'd really like to see, would be a search trap. Something you build beforehand, then set (ideally, very easy and quick to set), and then you hide. The first person that tries searching in the room, would set off the trap.

A tripwire that we could set up for the first person to attempt to walk out of the room we've set it in. IE, they can walk in no problem...try to walk out, trip the wire.

(this one is going to cause a stir) Some type of small explosive device we can erm...'place' in people's containers...and when they go to get em...boom!

3) I really like Soim's idea on this part. Make most traps able to be made with regularly available components, but the use of harvested components will improve the quality, and the effectiveness of said traps. I'd like to see there be one extra step with each harvested component, doable ONLY by thieves, and based on mechlore, where we can have a great failure, failure, success, or great success. A great failure would break the component, failure would make it useable, but no bonus to the completed item. Success would have a small bonus to the end trap, while great success would have a large one. We could either have it be just a simple modification...IE <modify (component)>, use a carving knife...maybe a new tool like a file would be introduced. Or if you wanted to get really fancy, have a different modification for each trap. <modify (component) for (trap)> Where you would modify a boomer one way for a tripwire, but entirely differently for a pack-bomb. Once again i'd like to emphasize, harvesting and anything related to it should be the sole propriety of thieves. We could sell, or work out some other arrangement for the components. Trade them for arranged skins or something. At very WORST (and this isn't my first choice), give rangers the ability to harvest, but they can't sell them anywhere, and can't do anything with them unless a thief works on them. So they're basically dead weight until a thief makes them otherwise.
-V.
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Re: Suggestions Needed 07/06/2003 05:10 PM CDT
<<oh, and the components would have some sort of "something" done with them to make them a bit "different" inbetween the source getting them and their resale for profit...obviously the store-guy does SOMETHING with his spare time...
>>

So all that stuff Daecir posted about, having thieves have unique perks in the disarm system was crude? I couldnt imagine rangers getting harvesting. I fail to see how it suddenly becomes an integral part of their guild to remove man made traps from man made boxes. Harvesting is suppose to take us foward into black market like areas for thieves, and frankly I do not want it shared in the very least. It is one of the few unique thiefly things to have come out in a very long time, and while childish, I would like to keep it that way if at all possible. I do not understand how with a huge, detailed system like traps that rangers need a thief unique ability like harvesting. They can purchase the components if they wish, which makes sense to me; it involves the two groups working together on some level.


<<As I've said a dozen times and will continue to say, if Rangers want to be good at everything (generalizing), then they get to specialize in nothing. Its one or the other, you CANNOT do both. Thieves specialize in a few limited areas, Stealth, Stealing, Disarm/Locks, Stealth attacks. That's about it. Why should Rangers get access to everything we've specialized in, in regards to Disarm, when they have not specialized and they have generalized.
>>

Have to agree there as well. Reading our guilds history, the detection, disarming and avoidance of traps has been an integral part of our guild. Frankly, I do not see the ability to make a snare trap to be in any way related to disarming a explosion in a box. I personaly wished for a long time 'trapping' and 'disarm traps' remaned seperate skills, via the same logic weapons and evasion remain seperate skills.

On a final note regarding harvesting; this has really been the only truely unique thief release in almost a year. Its also been one ive enjoyed, and felt great about. It was truely setting us apart in the field of box poping, which is appropriate being the realms locksmiths. I fail to see how giving up the one truely unique thing we have gotten in a long time would do 'anything' to instil better GM/Thief relations. I can only see rangers getting harvesting as a mean of convinience, which is disheartening. Frankly, I have to agree with the above quoting; thieves are indeed specialists, we do not gain abilities pertaining to a broud variety of areas. We focus on stealth, stealing, stealth attacks, and disarm/locks. That is really how I would like to keep it, with an interesting ability here or there. But 'what' would seperate us on the disarm/lockpicking process after we loose harvesting? Glance? I plead that the decision be re-thought.

~~From Hell
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Re: Suggestions Needed 07/06/2003 05:24 PM CDT
in the proposal i made rangers do NOT harvest the traps :-). they just buy 'em after they've been "processed" by the guy in dirge. <or whereever>

if yer gonna quote what i said, quote what i said.


~ The eye is not satisfied with seeing,
Nor the ear filled with hearing.
That which hath been is that
which shall be,
And that which hath been done is that
which shall be done;
And there is nothing new under the sun.
Reply
Re: Suggestions Needed 07/06/2003 05:32 PM CDT
I began quoting what you said then quickly realized ive barely slept. Sorry about that.

Im mostly thrown off by the notion rangers will now have access to the only plausable thief only release in the past 9 or so months. I dont realize why they require it in guild, when they can purchase the said materials. More so, components and the aqquiring there off was supposed to be illegal. This is why Ragge wont accept said components when non guilded are in the room. To my knowledge only the thieves guild supports illegal activity (a big reason no other guild can include stealing in there requirements), which takes this 1 step further to not making sense. If a ranger wishes to create a 'trap', I dont see why they cannot purchase the said materials. Not only would this be 'good' for promoting a black market like enviroment, but it creates another shade of the elanthean economy, one that is darker and more akin to shadows. Finaly, with the recent posts by players and Maelona on thief/gm relations (which I mostly agree upon); this really is not an ideal turn of events. Its not to say doing anything to cause us whine is not ideal (cause heck, that would be silly. Releases will never always be ideal for a said guild), but A) we are the locksmiths B) disarm/lockpicking are integral parts of our history, more so than any other guild C) its been the only in depth release for thieves in mind for a long time.

I realize disarming is being renamed to trapping (personally, they should be 2 different skills, ala weapons and evasion), but I dont see how renaming a skill suddenly allows for another guild to lay claim to a unique ability of a guild whom has a primary focus in that area (area being the disarming of traps to get to the goods inside). I would enjoy some clarification on this matter, mostly so I can go back to the original purpose of the thread (trap ideas for rangers).

~~From Hell
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Re: Suggestions Needed 07/06/2003 05:38 PM CDT
Good stuff,

<<OK it's still early and I don't want to strain my miniscule thief brain to much. I'll ponder harder on it later. So if I pear behind you what kind of weapon is it that Maelona can be seen prooding you with? Can I get one of those???>>

Nope, she didn't know about it until I emailed her after I posted. I need to get this design spec in and I remembered someone going off a while back about not coming and asking for input for a thief abilty/thingie that was released.

<<I'm noe against grandfasthering rangers or whatever else it takes...But I don't think rabbit snares, or "man traps" have anything to do with the mechanics involved in disarming boxes or any of the other thiefly uses for it. So my main question is...Will you consider making a new skill for this (Trapping)?>>

Disarm is going to be renamed as TRAPS. You should look at that as a good thing for your guild.

<<seriously, I would suggest not using one of our guild GLs for this at all. I would suggest having Fade teach it.>>

I don't know who Fade is but I will find out.


<<I can see them being used, yes. The problem comes then, where are Rangers going to get them? Buy them from Thieves? Are you intending that Rangers get access to HARVEST? If they do, what happens to Thieves' perks from Disarm? Poof, gone? What do we get other than "sloppy seconds" in Snares/Traps which we should be getting whether or not Rangers get access to Harvest if 'Man-Traps' is an integral part of the system?
As I've said a dozen times and will continue to say, if Rangers want to be good at everything (generalizing), then they get to specialize in nothing. Its one or the other, you CANNOT do both. Thieves specialize in a few limited areas, Stealth, Stealing, Disarm/Locks, Stealth attacks. That's about it. Why should Rangers get access to everything we've specialized in, in regards to Disarm, when they have not specialized and they have generalized.>>

I'll skip this one cause I'm in a good mood.

<<1) Who would teach? I'd really like to see all the guild leaders have their own 'favorite' trap, so we would have to go to all guilds to learn different ones. Possibly even each guildleader having more than one, that we could learn at different times, instead of getting them all lumped together. Then have our skill determine how effective they are, and how quickly we can set them.>>

That is what I was thinking, what we did in the Ranger guild for reading trailmarks of players was to bring in a NPC and teach a few folks and then give those folks the ability to teach other folks. You think it should be only GL taught or is this an IG thing that can be passed on from player to player, and would we go so far as Thiefs teaching Rangers and vise versa? Maybe a perk at a certain skill or circle level from a GL and then a player can pass that knowledge on to another player if they meet the standard set by the GL's?

Not bad so far. Still looking for more trap types.


Thanks,

Jent







**************************************
Some people take this game too seriously; they need to take a step back sometimes. -- Blasword. circa 2003
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Re: Suggestions Needed 07/06/2003 05:46 PM CDT
i will keep this short...

smoke that makes the verb watch inactive....


someone else can figure out the componet to go with it, watch is way over powered and needs a cure this would be a perfect way for us to fix that.


Aj
"Deadly force is that force which a person uses with the purpose of causing or which he/she should know would cause a substancial risk of death or suriuos bodily harm"
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Re: Suggestions Needed 07/06/2003 05:56 PM CDT
get with Rigby to find out about Fade. he designed the area he's in.

as for types of traps, the old "bear-trap" would be a variation on the same type of trap that takes your hand off if you mess up the disarm. except it would take off your leg instead. It could be used both on pcs and critters.

Again, the trap components would have to be processed after being harvested. and they would have to be shipped to the proper places. The NPCs would be doing the "processing". The thieves would be doing the harvesting. The Traders would be doing the shipping. The rangers would have access to the Processed components, not the box-raw material-as those are the illegal substance.

Perhaps traders would be able to have some way of "selling" the box of harvested components from the NPC that gets them from the thieves to some type of "critter" buyer as well. Also making it more "smuggling"-like.... you're providing arms for the goblins/adan'f etc that are making traps..

I'd recommend getting with Godrich on this one. There's room for traders in this.




~ The eye is not satisfied with seeing,
Nor the ear filled with hearing.
That which hath been is that
which shall be,
And that which hath been done is that
which shall be done;
And there is nothing new under the sun.
Reply
Re: Suggestions Needed 07/06/2003 06:02 PM CDT
<<I'd recommend getting with Godrich on this one. There's room for traders in this.>>

Sure is, already got openings for Traders in the system.

Later,

Jent



**************************************
Some people take this game too seriously; they need to take a step back sometimes. -- Blasword. circa 2003
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Re: Suggestions Needed 07/06/2003 06:07 PM CDT
>>I'll skip this one cause I'm in a good mood.<<

Okay, I guess that came off alot harsher than I meant it to. Apology is offered if you really took it that bad. I didn't think it was that bad. Anyway, I was asking a game design issue, not slamming you, Jent. There's gotta be some give and take, you know. If Rangers having access to harvest is necessary, so be it. It's not that big of a deal, but what do we Thieves get out of it? When Daecir made Disarm 2.0, that's one of the big Thief perks that was given to us. So, we lose something special for us, and Rangers get it, but we get something to show for losing it. That would be fine.

There is no doubt in anyone's mind that Thieves specialize (the Guild as a whole). I'm not as sure on Rangers (I don't keep up with your folders), but most I have contact with say they're more a generalist. Specializing and generalizing by definition are the exact opposite of each other. They are black and white, and while there are shades of grey in between, you cannot exist at both ends of the spectrum at the same time.

No matter what I personally think, most of the Thieves here think we've lost alot more in the past 6 months or a year than we've gained. We're not ready to roll over and die. So if we lose harvest, fine with me. But what do we get out of it? It's your job to look out for Rangers. Its our jobs as Thieves to look out for ourselves.

Again, sorry if you thought I was slamming you.

Tam
-You've gained a new rank in your ability to steal.
-There are only 10 types of people in the world: Those who understand binary, and those who don't.
-The sky is not falling.
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Re: Suggestions Needed 07/06/2003 06:21 PM CDT
Fade is the ring leader of the thugs up in TC. Him or a low profile locksmith in Dirge might be good people to teach making traps... also i believe in one of Kalags memiors it was a Trader type person who has been supplying the "monsters" with trapped boxes, so possibly a Trader or some NPC within the trader guild to "rat out" the secrets the not so up and up Traders have been doing to make illigitamet profit.

I'd much prefer learning it from the Guild leaders being that Thieves don't really enjoy giving away information to others. Talkers in the guild can be silenced pretty effectively.

Need a pepper spray type trap, one that causes temperary blindness, and uncontrolled actions.

Yamcer

Even a stopped clock gives the right time twice a day.
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Re: Suggestions Needed 07/06/2003 06:25 PM CDT

a blinding trap. were they cant see directions or anything butthere one actions that there more self aware of.

A Ringing of the ears concussion type flash bang trap that even though does not kill mana in area puts a persons ears to ringing so bad they cant cast spells or hide for the internal head damage.


A Wad of sticky processed tree sap trap. Were you can't move or evade well. you cant even run away or escape or retreat well. Because your sticking to ground and items on you and wile you can get two items your plain out of luck at dropping them. Only can be fixed if you make it to water or people pour water on you to dilute sap.

A variation on a flea trap. Make a ranger Tick one. Use some form or deer ticks that inbeed all over people. Sucking there lifes blood and vitality.

And of course if a few people work together. to lift and set it. A form of Arnold's Massive Tree trap from Preditor. That comes crashing down to squash you flat! Kind of a massive branch break.

It's not lack of imigination on how to hurt, mame or utterly own someone thats the problem. It's knowing whats codable or doable and who has the flair to fluff up the damage with nice little statments.

Hell if you want to harm people, equipent and armor and such. I recomend some willy P (white phopurus) mix it up, maybe toss some sand in it to inbed in skin or land on and sift down into equipment and then all start burning mean little holes like some welders molten metal sparks that never seem to get cooler or die out.

And of course there could be a refined skunk trap. Were distilled skunk musk is sprayed on a person. Making there charisma like 30 points loer and them feeling extremly sick of the stomach and fait for a period. A fairly incompasitating trap.




Shadow Judge
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Re: Suggestions Needed 07/06/2003 06:29 PM CDT
I really like Gonifs idea personally. Thieves harvest the raw, illegal traps. They then refine it themselves (new system?) or pass it along to a npc to refine it for them. The npc then gives those items to traders, whom in turn now sell the 'legal' versions of components to Rangers.

This is ideal as A) it keeps harvesting thief unique. I realize Jent that you would much rather prefer Rangers do to this step yourself, although I plead you look at it from a locksmiths point of view. Harvesting has been one of, if not the, hearty unique thief releases in the past year. B) It involves traders, a black market, as well as a economy of trap trade.

My curiosity is under the above system what would differe between 'refined' (legalized) and 'raw' (illegal?) components? I could see raw components being much harder to use in trap making, but being far more deadly; although they may even cause traps to malfunction. I could see 'refined' compononents having less punch, but being far easier to use in traps (as they are the common variety, and probably what the rangers were taught to use durring the 'speech').

As per methods of learning about it, the creation of 'man' traps should remain a ranger thing (snare, etc). I would like to see box-esq traps (placing a trap on a intricate lock in a large iron door) be a thief end of it, but I realize that trapping is more ideal for rangers in the wild. With that, as long as harvesting remains a thiefly activity, I dont see why traping wouldnt remain souly rangerish. On the other hand, if harvesting is shared, I would like to see an equal oppurtunity for trapping to be shared wholey with thieves as well.

~~From Hell
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Re: Suggestions Needed 07/06/2003 07:31 PM CDT
For the love of all that's holy, please do not introduce it with an NPC that only teaches it to a couple people and then have those people teach everyone else. Why? Well, this is the Thieves guild. Considering that in the not to recent past much older Thieves who should have known better were killing younger Thieves simply for having questions...well...can you see my point? I can see those few people who have the skill not teaching it to anyone else. I'd prefer if we were taught the skill from either an NPC brought in for that purpose who sticks around, or from the guild leaders that already exist.

As far as Fade goes, if the skill is really meant only for older folks (50 circle and above) then I would agree that Fade would probably be the person who should teach it. However, if this is not the case, then I wouldn't suggest it, considering it does take some considerable skill to get past those thugs that are surrounding him without dying in one shot...

If there's more than one trap that's being taught, however, then I could see the more advanced traps being taught by him.

~Fillia, Master of the Cupcake

"Sorry for the wait, U-1"
"Puma! Gitaroo!"
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Re: Suggestions Needed 07/06/2003 07:58 PM CDT
Hmm, I don't read the ranger boards at all, so I've got a ton of questions. Will this "exterminating" (trapping animals) system be open for everyone but skewed toward rangers, or will it be ranger-only, or will it be just open for everyone, since animal lore's opening up? Will you be able to make your own traps, or will you have to buy them all at this store you mentioned?

Also, what kinds of things are in mind for the Thieves in regards to this system? You said 'things', but not what kind. Are we going to be able to use the end 'product' meaning the trap itself, or are we going to instead be lending our hand to creating these 'man-traps', with rangers using the end product? Will these be useable in-town, or just out of town? Will making these traps be illegal or not? Where will traders and smuggling come in? I'm not trying to condemn the system at all, I just know nothing about it, and I'd like to know before offering suggestions. A run-down of what the system is would be nice, it'd save me (and probably a lot of other people) from having to wade through the ranger boards.

-Laelia JS
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Re: Suggestions Needed 07/06/2003 09:04 PM CDT
yes, sounds like an interesting concept. we would like to know more details.




~ The eye is not satisfied with seeing,
Nor the ear filled with hearing.
That which hath been is that
which shall be,
And that which hath been done is that
which shall be done;
And there is nothing new under the sun.
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Re: Suggestions Needed 07/07/2003 06:25 AM CDT
>>Disarm is going to be renamed as TRAPS. You should look at that as a good thing for your guild.

Uhmm...How? :P Can you give us non-con-goers a bit more insight on what's going to be done with the skill? If this is done, I see it as helping rangers with a new system...don't see anything in it for thieves...(Not that thieves should hafta get something just cos rangers do, etc)... Just don't see the justification off basing them on the same ranks, and don't see how thieves are to benefit from the change, offhand.
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Re: Suggestions Needed 07/07/2003 03:31 PM CDT
Because Jent is looking for ideas on thiefly applications for the skill, as well as rangerly wilderness applications. Extermination-type traps are going to be ranger-only, as I understand it, but it seems there will be a larger variety of man-traps that exist for use in capturing/maiming/killing people instead of animals, and thieves will have a hand in this system for the urban purposes.

At least, that's what I got out of it.




Give a man a fire, you'll keep him warm for a day.

Set a man on fire, you'll keep him warm for the rest of his life.
- Terry Pratchett, 'Jingo'
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Re: Suggestions Needed 07/07/2003 04:05 PM CDT

<<Again, sorry if you thought I was slamming you.>>

No, no, didn't take it that way I'm just trying to avoid being dragged into a discussion that is not germane to the reason I am here. I don't speak for your guild and I certainly don't speak for any other GM's, both would be a dangerous thing for me to do here. I just need to finish up this design spec and wanted some feedback. I think it will work out well.

<<I'd much prefer learning it from the Guild leaders being that Thieves don't really enjoy giving away information to others. Talkers in the guild can be silenced pretty effectively.>>

Good Point.

<<For the love of all that's holy,>>

That was funny.

<<Will this "exterminating" (trapping animals) system be open for everyone but skewed toward rangers, or will it be ranger-only, or will it be just open for everyone, since animal lore's opening up? Will you be able to make your own traps, or will you have to buy them all at this store you mentioned?>>

The first stage "exterminating traps" will be available to everyone. There will be a number of success checks in the process and there will be some stuff skewed towards Rangers, but not a flat percentage bonus some fun stuff that I like to do so Dritzfury and the like can't post the formula on the boards 20 minutes after it is released. As a whole there will be lots of modifiers, including; location, time of day, season, stuff like that. Animal Lore will definitely be a part of the success checks as well as the exp. reward.

Making the traps will be the last thing and will depend on how the DRII project works out. Store bought will be the first you see, then the big man traps will be next, then the making of smaller snares and traps.


<<and thieves will have a hand in this system for the urban purposes.>>

Speaking about the man traps, the way I am setting it up now I don't really give a troll's behind where ya place the trap. The bonus to each guild comes with the way the success checks are set up not so much as where they are. I suppose I could make them urban/non-urban dependent but that is a bit limiting for each guild. The location checks will come with the checks for the "exterminating traps" and the critters I am trying to trap. You should be able to blow someone or something up anywhere ya want.

So thanks everyone, I think got some good stuff to work with. There is no time frame on this stuff but it is on our list of things to do. If there is no one on the Thief team available to work on this at the point we are ready to start this part of trapping we will take care of it. Or if a new Thief GM wants to run with it before that great. I have no problem with that.


Take care,

Jent



**************************************
Some people take this game too seriously; they need to take a step back sometimes. -- Blasword. circa 2003
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Re: Suggestions Needed 07/07/2003 05:19 PM CDT
Thanks for the response, Jent, I'll be emailing you in a bit.

-Laelia JS
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Re: Suggestions Needed 07/07/2003 08:27 PM CDT
>>1-Who would be more likely to teach the mechanics of trapping?

I particularly liked the idea someone came up with of having various people teach one specific trap making technique. If its going to be one person, Guildleader Saishla would be my pick. She's the poison girl, and I think traps would suit her best... or maybe the new guildleader in Muspar'i whenever that arrives. People who could teach trap creation if we go the individual trap teaching method would be all the guildleaders (Saishla poison traps, Crow mana traps, Kalag stabby traps, Dwillig stunning/electric traps or whatever kind of trap that is he actually has in his office, Fade falling down hole/powder traps, Kelvin (if he still exists) cage traps. etc). The locksmith shopowners could teach, Raif on Ratha - there are so many trap making possibilities you could have tons of methods for teaching different traps all throughout the realms. You could even plan one or two traps for GMNPCs that will teach it to a few people and they would then be able to teach those traps. Perhaps there could be a book somewhere that teaches a trap-making method or two. Maybe some traps would be creatable on your own without specific instructions assuming you had Saishla's basic trap course and figured out the steps.

>>2-What specific traps would you like to see?

As I got to thinking up suggestions, it occured to me that there would be different styles of traps (trip wire, pressure stone, timed release, fuses, holes, falling objects, door traps) but within those different styles you could place different components to achieve the desired result - such as a trip wire could connect to poison gas to poison someone, or blinding powder, or mana sucker rune, poison darts, blades, etc. Here's a very few possible ideas:

Trip Wires/Pressure Stones:
- attached to string holding blunt object (rock/wood) that releases and swings at the head (blunt object on one side to stun, blunt object on both sides to kill)
- attached to crossbow bolt launcher (like in the box trap - possibly poisoned with nerve, sleeping, stun or other poisons)
- attached to dart launcher (possibly poisoned with nerve, sleeping, stun or other poisons)
- attached to bellows containing sleeping powder
- attached to bladder containing sleeping powder, acid, disease, liquid naptha, viper juice (for stunning)
- attached to spikes that swing down/up/sideways
- pressure stones/mines that explode when stepped on
- attached to bells to alert others someone/something is coming

Fuses
- that go to traps that produce smoke screen
- connected to explosive traps like naptha
- that blow up container with sleeping substance/acid/shrapnel/poison gas/etc

Box Traps:
- Trap closable containers with all the usual box traps using components harvested from the trap of choice

Portal Traps:
- plant something heavy on sill of door
- wires from door knob to trap same as all trip wire suggestions above
- Using harvested studs with lightning in them, attach to door knob for electrocution/stun.

Immobilizing Traps:
- Nets to capture folks/critters that can be taken down and dragged around (and person/critter can be beat on while in net)
- Trench filled with tar (am I getting far fetched now?)
- Trip wire, fuse traps, etc that flash and bang, stunning victim
- Something using that damned mime trap!

Traps on everyday items:
- Booby trap every day items so when they are picked up the victim is stunned, or is poisoned (possibly poison that doesn't show up for some period of time - 10 minutes, 2 hours, etc).
- Attach electric studs to metal objects (maybe weapons)

Okay, I'm tired of thinking. This is a good start for all you other creative folks out there to build from. My traps ideas are all fairly standard but I know a lot of you have wild imaginations.


>>3-Can harvested parts from boxes be directly used with man traps or is there another stage of work on them and how do you see that working?

Of course harvested box parts should be included! I don't see why any preparation of the part would be needed other than the specific steps to setting up a trap, such as <tie wire to lever, attach lever to hammer, push hammer up, place vial under hammer, etc>. If a Thief wants to use the component for a trap, they can do that, if they want to sell the component to get the coins, they can do that too - their choice. As long as this more high-tech, bomb-like, urban side to traps is only for Thieves, there won't be any barriers at all in including trap components in the system and no need to come up with convoluted systems to try and get components in the hands of non-Thieves. In fact, I would be very shocked if such an obvious pre-existing tool were not included in trap making!

I would envision the trap components and trap-setting working in one of two ways. The way I like best would be what the type of thing I described above, where every trap has a series of steps that need to be done (taught by the guildleader/instructor - maybe the traps can be possible without the lesson, but much more likely to fail), during which possible failures occur resulting in a) the trap not being assembled, b) the trap exploding on the trap-setter, or c) the trap being assembled but turns out to be a dud. The other, simpler, less sexy way would be to just hold the trap component(s) in your hands and type TRAP <object|area>. It could still have the same a, b, or c outcome but all in one step.

That's it for now!


the Hand
Visit The Locksmith Union - http://www.lurksponge.com/locksmithunion
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Re: Suggestions Needed 07/10/2003 08:10 AM CDT
"""Of course harvested box parts should be included! I don't see why any preparation of the part would be needed other than the specific steps to setting up a trap, such as <tie wire to lever, attach lever to hammer, push hammer up, place vial under hammer, etc>. If a Thief wants to use the component for a trap, they can do that, if they want to sell the component to get the coins, they can do that too - their choice. As long as this more high-tech, bomb-like, urban side to traps is only for Thieves, there won't be any barriers at all in including trap components in the system and no need to come up with convoluted systems to try and get components in the hands of non-Thieves. In fact, I would be very shocked if such an obvious pre-existing tool were not included in trap making! """


I think a new verb (similar to arrange) could be released to thieves to basically "arrange" harvested components to make them into re-usable components for traps that could then be sold to rangers for trap-making. Just a thought. It would teach mech lore and traps of course. Who knows could be sold to trader npc they buy it back and sell it to rangers... all hush hush type thing.


You want me to build what ?!

Ancient Chinese Wall Engineer
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Re: Suggestions Needed 07/12/2003 06:17 AM CDT
I am just wondering with some of the suggestions how much traps are going to cause increased CvC... I mean if you can set up a lethal trap on a door, and are skilled enough to conceal it, you can seriously spoil some honeymoons at the inns <chuckle>. Also laying traps in rooms is a good way to hurt someone without them knowing who put it there. Imagine running up the NTR setting traps every 4 or 5 rooms...

Will there be options to set traps that are non lethal to PCs?
How about traps specifically for certain types of critter, e.g bear traps, leucro traps...
Mana traps for spellcasting critters.
Teleport traps that can be used to poof a critter if things get hairy in a swarm (could be activated on the arrival of xth critter).
Spring traps, used to launch anything stepping on it a room in some random direction.
A caltrop trap, when activated it detonates a small device that launches dozens of tiny spiked metal caltrops which will have an effect similar to flea boxes, causing rt if you are trying to fight while standing in the area.

Just a few off the top of my head.
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Re: Suggestions Needed 07/12/2003 04:52 PM CDT
Alright. My two cents. The victim gets a Perception and Reflexes check. If they pass, they notice the trap without setting it off, and have a chance to disarm it. If not, it goes off. There's a chance (Reflex or under%, perhaps), to not set it off without seeing it, but it should be rare.


Item trapping:

Trapping just any item shouldn't be allowed. It should need to be a container, or a specific type of item. Otherwise, you could drop goodies for novices and watch in glee as their names light up the death list, or use it to abuse stealing, or something of the sort. A container would need to be closed the majority of the time to be trapped, and would normally go off when one attempts to open them -- otherwise, it relies too much on chance -- a well-placed needle for poison, for example, would need to be picked up -just- right.

Example of what would be needed:

Boomer trap on a backpack

Perception Success: You notice a bit of cord entwined around the clasp of a backpack. You wonder if the backpack isn't trapped.

Components: Flint, Steel, cord, leaves dried out by a wayered pyramid, and black powder.

Creation: Cutting a tiny hole in the bottom of the leather of the backpack, you slip the steel through, securing it at the bottom. You place the flint carefully below the blade and tie a cord around it. After adhereing the dried leaves together with some foraged sap, you form them into a cone, suspending it with the broad end upward just above the piece of flint, after ensuring that a small hole is in the bottom. After filling the cone with black powder, you tie the cord to the clasp that holds the backpack shut tightly, making sure that the slightest tug at the cord will set off an explosion. Most traps made this way would inherently have similar mechanics, though obviously a poison trap would either have to have some potent poison that requires only a touch, is airborne, or a very complex mechanism of delivering it surefire.

Setting it off: As you untie a bit of cord to open the backpack, you notice a quick spark. A flash erupts from the backpack, accompanied by a loud noise. You instinctively wince, and when you open your eyes, you are flat on your back, scorchmarks and powderburns dot your clothes, and a billowing stream of smoke slowly leaves what remains of the backpack.

Room trapping:

Trapping a room shouldn't be able to be done in general rooms in town -- the Town Green, outside the bank, the major streets, or anywhere that's not an enclosed, confined area, like a home, or an alley. The alley thing, I'd particularly love. Imagine knockout gas-trapping an unsuspecting Trader heading through an alley to make a shortcut, just to rob him blind and let him realize he'd been robbed after the fact. Of course, it'd be consent, they can report it to the guards, they can report to their thugs -- I can see an ambushed Trader's caravan running off, and the driver alerting the town guard, or thugs, too.

I can see traps running from the simple (sitting in hiding and holding the end of a tripwire, to pull it up and trip an unsuspected opponent -- PC or NPC) to the complex (trapping a door so that when it is opened, a fireball slays the whole room).

The more deadly should be harder to use on a PC, and would naturally cause consent issues. Against creatures, though, it could be very effective. Imagine bringing a room of gargoyles down to size with a fireball trap, or clearing multiple rooms with a posion gas trap. Of course, I can see certain "intelligent" creatures using the same chances -- thugs, ogre scouts, adan'f, pirates, invasion creatures, and so on. The more complex the trap, the harder it is to make, and the longer RT that you need to do. Use of a trap can be done from hiding, but setting it up cannot. Perhaps you could reduce your RT by assembling parts seperately off-site, so that they're ready to be pieced together but don't mix and cause a possible explosion -- for example, building the individual components of a gas tripwire, but not tying the cord to the trigger until everything's ready.

And, of course, setting a trap within city limits is -highly- illegal -- posession of illegal items, conspiracy to commit murder, essentially, and if it kills -- pre-meditated murder, plus conspiracy and posession, attacking in city limits, public disturbance, hooliganism, with whatever other charge the town guard feels like throwing at you -- perhaps they even make up charges, provided you don't bribe them -- ten, fifteen counts of pilfering made up -- how would the judge ever know, provided there were... erm... witnesses... in the Crossing? Though in Riverhaven, since the Empath determines whether you're guilty or not, it'd be harder for them to do it.




"If cigarettes cause cancer, what causes capricorn? If Tim runs east with two apples, when does the train arrive with peaches? Can Peter Puppy have a bite of your ice cream sandwitch?"
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Re: Suggestions Needed 07/12/2003 07:33 PM CDT
The only thing that bothers me is the potential abuse of this sytem. Skill checks are all well and good, but seriously, murder chrarges? You wipe out a few newbs and get a few plat fine, so what? What if someone finds a trap you set.. do they get consent? What if you walk into a room and get killed by a trap... annoyed? I would be. A skilled trapper could effectively hold a reign of terror... walking from room to room, is it trapped? BOOM! yep. Just wondering what restrictions will be placed on traps and just how lethal they will be to PCs.
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Re: Suggestions Needed 07/12/2003 11:16 PM CDT
Bah. The boards ate my response. Silly downtime. ::Shakes a fist.::

Anyway --

>>A skilled trapper could effectively hold a reign of terror... walking from room to room, is it trapped? BOOM! yep. Just wondering what restrictions will be placed on traps and just how lethal they will be to PCs.

Right. I don't think lethal traps against PCs should be common. I do think that traps should have about the severity of a box below-level, however. So, if you can easily pop, say, the hardest fireball trap, a simple sleeper should be able to be done.

I'm actually worried about PvP uses, as well, but I trust the GMs to come out with a good, fair system for all, without making the system useless. Don't forget that there's still lockout for enough kills, and so on.

I believe that non-lethal traps should generally be easier than lethal ones, for obvious reasons. The least damage to the most damage.

As for large-scale slaughter of newbies, I sincerely doubt it'd happen. One, the more lethal the trap, the more skill it'd require. Two, the more complex/lethal the trap, the more time, energy, thought, items, and costs are required. Three, by creating the trap, you risk setting it off yourself.

Situation 1: Critical failure: Imagine dropping a few gold on a fireball trap only to have it blow up in your face, killing you, only to have you then be charged with disturbing the peace, posession of illegal items, conspiracy to commit murder, and anything else you get when blowing a box in town. And what happens if you're arrested before you can get the items from your grave? That one's gonna sting...

Situation 2: Failure: Congratulations. You just spent about half an hour creating a trap, dropping numerous gold pieces on it, and spending so much effort to avoid notice, only to find out you screwed up on one of the early steps, and it won't trigger properly. Back to the drawing board.

Situation 3: Creation Success, but caught 1: Victim finds the trap, and alerts the guards. You're deep in yak dung now. You accomplished nothing, and are wanted, plus lose everything that was involved in that trap.

Situation 4: Creation Success, but caught 2: Victim finds the trap, takes what they want, and then alerts the guards, or perhaps comes after you for trying to kill them. Not good. Again, see situation 3, plus numerous possible deaths and being arrested.

Situation 5: Success: And, after a long amount of work, and a decent amount of coin, you manage to take a novice out, getting the book thrown at you -- perhaps a 10-15 plat fine, plus confiscation of all trapmaking materials, plus trap components, blowguns, and anything else deemed illegal, plus another kill toward your LO. Likely, you'll also get a visit from a GM telling you you're in trouble for an unconsented attack. And then, the victim, and any who saw it, have consent on you.

Situation 6: Critical Success: After all that work, you make the best trap. So good, it takes out 5-10 people and can best a War Mage's Fire Rain at the bank any day. The downside? 10-15 plat fines per victim, confiscation of all materials, components, and/or illegal objects, a horde of people now out to kill you, and you're almost definately going to be locked out.

Those are the possible degrees of success. None of them look entirely too appealing, do they? There's a huge downside to attacking another player with a trap. So much for that "reign of terror." The better you do against players, the more you put up with. It's that simple. So, I'm not too worried.

Trapping against a player will most certainly involve consent. Perhaps one can look at a trap, and tell who set it, with enough skill? Not that there'd be any system currently in existance that does that exact same thing. It'd be entirely new, of course.

As for not being seen setting the trap -- you'd be surprised where those pesky little passers by can go. So, no to traps in populated rooms, unless you want to automatically be caught -- that should also hinder the "reign of terror" bit.



"If cigarettes cause cancer, what causes capricorn? If Tim runs east with two apples, when does the train arrive with peaches? Can Peter Puppy have a bite of your ice cream sandwitch?"
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Re: Suggestions Needed 07/13/2003 12:02 PM CDT
What about the NTR.. no passerby outside town... and if someone sets s trap and it goes off killing you, how are you going to know who set it? Also what if someone is setting a trap in a hunting area to say.. ensnare a critter and you walk in and activate it? Trapper is hidden and decides he doesn't want to stick around, and you never know who set it? I wouldn't imagine you can tell who made a trap just by looking at it. If a system is going to start causing lockouts for kill counts that can't be a good thing.

Perhaps traps could be by default non CvC, and you would have to specifically set one to trap a PC, with restrictions placed on it similar to SNIPE, i.e. you set a trap that harms a PC, without prior consent/agreement from that person, you lose the ability.
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Re: Suggestions Needed 07/13/2003 07:51 PM CDT
DR terrorism come to life! Yeehaw. Gonna simultaneously lightning trap every paladin guild followed by a grand finale detonation to the Shard Great Tower. Man I'd love to see that baby kerplooey.

<grin self>

The CvC point brings a good question to mind though. I'm wondering how target specific pvp trapping will be. In other words, will I be able to set a trap for an individual, so every wandering commoner doesn't trip it first?


Gybrush, bardic S'kra
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Re: Suggestions Needed 07/13/2003 08:18 PM CDT
Well, you still would have to deal with lockouts and the such from killing PCs. Perhaps you would need to -stay- in the room you set the trap with some traps, so that you can't set a trap, run off, and there's no possible consequence? You get a message like "You see that <character> is about to set off your trap." And you have a few seconds to run, warn them, disable them, or laugh?

And, yes, I like the idea of setting a trap to be either CvC or not. Or having traps that players don't unconsciously set off -- such as the baiting of a trap with a big, raw, steak with a noose under it, or something of that sort. CvC traps shouldn't be unavailable -- just more difficult to obtain, create, and so on. Though, I do think that it'd be realistic to see some characters come in with legs mangled from bear traps or something of the sort occasionally.

I think that seeing traps being activated by creature intelligence would be interesting -- have a scale regarding instinct and intelligence, where certain traps appeal to the more instinctual ones (meat over a noose, or something), while some intelligent creatures would walk by that one.

But repeated unconsented trappings -- perhaps three or so -- would merit removal of the ability, unless you specifically target players?



"If cigarettes cause cancer, what causes capricorn? If Tim runs east with two apples, when does the train arrive with peaches? Can Peter Puppy have a bite of your ice cream sandwitch?"
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Re: Suggestions Needed 07/30/2003 02:37 AM CDT
<<The CvC point brings a good question to mind though. I'm wondering how target specific pvp trapping will be. In other words, will I be able to set a trap for an individual, so every wandering commoner doesn't trip it first?>>

Impossible. Walking through a minefield, the tripwires cant distinguish on whether the person who stepped on the wire is friend or foe.

Now, My question is this...

Givin enough 'traps' skill and percetion, one could 'walk around' or over the trap yes? I would hate to see Soim be nailed by some lowbies trap. Also, would we be able to disarm a players trap? Or would something or someone have to set it off? Maybe you answered these questions allready, if so, sorry about the repost.

And onto my suggestions.

A Pitfall Trap (without poison as One was suggested earlier, its simply not feasible. Would take days to dig the hole and arrange the pikes/stakes/ect with the poison)

Tripwires on Trade Routes, I REALLY like this idea, as it would work 2 fold. Annoy people (the whole point of traps) and not cause any physical damage. And give Thieves an added bonus (unperceptive trader comes strollign in, FLIPS over the wire, *Steal trader* wheeee, fresh coins, again, would be offset with enough perception/reflex/agility to avoid the wire, which would be countered by the trappers skill)

A version of the Pods (Smoke bombs in a sense). Ones that would have the Calm spell effect, ones that would have Web Effect, Maybe a slight electrical charge, (trying to think of current harvested parts that could be 'concieved' into other traps).

And maybe some non damage ones, like ones just to have fun with.
"You also see some platinum coins."
>take coin
The platinum coins elude your grasp.
or
As you reach for the platinum coins, you realize you just grabbed a pile of horse droppings. (Whee for illusions!!)

Not all traps have to kill or main, some of the best can do nothing but annoy. ;)



The Following statement is False.
The Previous Statement is True.
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