
Traps
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For additional cinematic but mostly feasible examples of IEDs and other traps, especially those created with what can be found in an area and the contents of a belt pouch I would recommend watching a few episodes of "MacGyver" 

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Fixed that for you.Mayhem wrote:Mulu wrote:Quickly deployable traps are in NWN and NWN2 both of which were approved by WoTC and in one minimally playtested optional sourcebook in PnP. Taking them out of ALFA NWN2 brings us closer to the outdated Second Edition canonical role of rogues as described in the core books and the Faerun sourcebooks, but ignores six years of ALFA Live where rogues and rangers used all the standard NWN traps, as well as ignores the fact that NWN1 and NWN2 traps were approved by WoTC, a slighter greater authority on play balance and canon than you, Mayhem..
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Speaking of IEDs; and I don't like bringing in a real world scenario like this one especially one so recent. (or not so recent actually.) Our Troops often have to care for the fallen dead noncombatants due to terrorists and proxy iranians killing them. They've been known to hide IEDs inside of corpses of civies and left certain places. If the families get to their loved ones, the terrorists get more corpses for planting. Think corpse explosion from D2. Awful yet ingenius trap. Excellent for necromancer or evil-aligned PC.Sintaqx wrote:For additional cinematic but mostly feasible examples of IEDs and other traps, especially those created with what can be found in an area and the contents of a belt pouch I would recommend watching a few episodes of "MacGyver"
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Except that traps are mundane. Nothing about crafting traps or setting traps in the RAW requires spellcasting ability or points in "use magical device"Killthorne wrote: Some wire, a few pins and a small acid eruption device shouldn't take too long to set up. Same with most of the magical traps and devices in this fantasy world of Faerun.
But if you want to get real...
How, exactly, do you "whip out" a lump of steel that is a couple of feet across, weighs maybe 20-30 pounds, and requires you to lever it open against a spring strong enough to hold a bear, and then strip and layer enough plant matter to cover aforementioned 2 foot diameter circle "in a matter of seconds" ?Killthorne wrote:
My dad can whip out a bear trap and have it amply covered by foliage in a matter of seconds, that would definitely take more than just a positive wisdom score to find.
And Mulu - LOLS! You really think NWN2 was remotely designed to be *balanced* in a multi-player PVP environment? We *could* keep the uber traps, should we also keep the uber magic weapons and armour? After all, WOTC approved them, right?
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By your logic then all magic equipment should be taken out, since you didn't just remove the "uber" traps but even the minor ones. You're just one straw man after another, aren't you?Mayhem wrote:And Mulu - LOLS! You really think NWN2 was remotely designed to be *balanced* in a multi-player PVP environment? We *could* keep the uber traps, should we also keep the uber magic weapons and armour? After all, WOTC approved them, right?
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Not everything WotC approves is viable for every game, but saying 'No!' to traps across the board makes absolutely no sense.
'trap kit* - *example trap description*
Minor spike trap - Some wooden stakes on a springy branch with a tripwire
Time to set: 2 - 5 mins
Weight: 5 - 10 lbs
Average spike trap - stone with wooden stakes tied to it which swings down when triggered
Time to set: 5 - 60 mins
Weight: 10 - 20 lbs
Major spike trap - counterweighted spears and pulley system (lateral trebuchet with a stop)
Time to set: 60 mins - 24 hrs
Weight: 20 - 100 lbs
Deadly spike trap - a dozen counterweighted barbed pikes concealed in a wall and linked to a trigger.
Time to set: 1 day - 1 week
Weight: alot.
Times assume all trap components are pre-constructed. Basically you remove Deadly traps from 'kit' status in the game as they are (generally) too big and take too long to set alone, usually requiring a team of skilled craftsmen to place. Major traps could still be a possibility if time to set and weight could be increased appropriately as it requires a highly skiled trap setter to even attempt it with any reasonable chance of success.
Minor and Average traps I still fail to see problems with them if their weight and set times are adjusted.
*continues beating the horse*
'trap kit* - *example trap description*
Minor spike trap - Some wooden stakes on a springy branch with a tripwire
Time to set: 2 - 5 mins
Weight: 5 - 10 lbs
Average spike trap - stone with wooden stakes tied to it which swings down when triggered
Time to set: 5 - 60 mins
Weight: 10 - 20 lbs
Major spike trap - counterweighted spears and pulley system (lateral trebuchet with a stop)
Time to set: 60 mins - 24 hrs
Weight: 20 - 100 lbs
Deadly spike trap - a dozen counterweighted barbed pikes concealed in a wall and linked to a trigger.
Time to set: 1 day - 1 week
Weight: alot.
Times assume all trap components are pre-constructed. Basically you remove Deadly traps from 'kit' status in the game as they are (generally) too big and take too long to set alone, usually requiring a team of skilled craftsmen to place. Major traps could still be a possibility if time to set and weight could be increased appropriately as it requires a highly skiled trap setter to even attempt it with any reasonable chance of success.
Minor and Average traps I still fail to see problems with them if their weight and set times are adjusted.
*continues beating the horse*
The function of the imagination is not to make strange things settled, so much as to make settled things strange. -G.K. Chesterton,
TSM2 - Hyacinthe, Wild Elf Scout, Hunter, and Trapper.
TSM2 - Hyacinthe, Wild Elf Scout, Hunter, and Trapper.
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