Darn it, Jayde, why'd you have to go and kill a thriving thread?
Seriously, cat bitings and all are great, but I was enjoying the discussion, and it seems like it'd be good for all parties if some kind of definite resolution came of all the blah blahing.
Of course, I'm currently playing a rogue, so I'm somewhat hesitant to put my opinions on the matter too far out there...
Kestenvarn wrote:Some pretty heavy trolling in this thread, seemingly begun by Mayhem and his bizarre "rogues are not assassins lol" comment.
So are minor traps being implemented or not?
That wasn't trolling.
Bilbo Baggins was hired as a burglar, not to set several 10D6 spike traps over the entrance to Smaug's cave.
*** ANON: has joined #channel
ANON: Mod you have to be one of the dumbest f**ks ive ever met
MOD: hows that ?
ANON: read what I said
ANON: You feel you can ban someone on a whim
MOD: i can, watch this
ANON: its so stupid how much power you think you have
Summary: setting masses of traps in seconds, then argoing spawns that you know without fail will set them off smacks to much of being a metagaming dick or WoW player for peoples liking. Traps as a subject will likly be skirted until it dies of old age or gets buried under other drama.
TT actually helped me... possibly inadvertently... to find a lot of kobold / dragon specific trap magic in "Races of the Dragon." Stuff like the "Create Trap" or "Sticky Floor" spells, again, those in cases end up creating the large scale traps discussed in the DMG that'd normally take weeks to create, except they appear magically, and vanish after a few hours.
An interesting thing though that came up in the new magic items section though was something bearing minor resemblance to NWN traps (from the perspective of "tiny" and "instant", though the damage still sort of pales compared to NWN kits). "Folding Traps" at page 124, are compact (apple sized, 1lb) deals that on command will expand to create a scythe blade, wall blade, tripping chain, ceiling pendulum, or wall scythe trap... or shrink back to little wooden apple size, on a second command. Price range from 3400gp (for a wall scythe that'd do 2d4+8 dmg, like a scythe) to 34,400gp (ceiling pendulum which is the equivalent of a swinging greataxe, 1d12+8 to the noggin).
There is a bunch of other "kobold culture" stuff in the book and the web enhancement which talks about whole villages treating traps the same as a barn raising party, but the "portable, instant" wondrous items stuff is what got my attention. It's still modest damage, and since it's a wondrous item, any idiot can deploy it, no skills required. If instead it was subject to skill useage with failures, you can start to fiddle again with price (i.e., cheaper if not guaranteed) and/or damage.
Note though that there's really no pseudo-science alchemy explanations given for these items, it's unashamedly pure dragon magic involved in this kind of thing. No notion of kobold rogues stuffing a greataxe pendulum thing into a breadbox and assembling it in the field later... just magic, like a Folding Boat or Daern's Instant Fortress. Something out of nothing conjurations.
ALFA NWN2 PCs: Rhaggot of the Bruised-Eye, and Bamshogbo
ALFA NWN1 PC: Jacobim Foxmantle
ALFA NWN1 Dead PC: Jon Shieldjack
Uhuh, thats sorta stuff is all fine and dandy if some mook can code it. Because it usualy replaces time limits needed to construct a trap with limited life, limited effect or absorbatant price.
I was more onto the attitude that considers the exact distance between you and a static spawn before it agros on you, the exact path it will take, and then sets a big long line of traps in the middle of nowhere to get a result.
In other words treating hostiles as the brick thick NWN2 AI's that they are. BUT IN ANY CASE: