Traps

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thursday
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Post by thursday »

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...
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Post by Kest »

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?
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Post by ThinkTank »

no traps 4 u.
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Mayhem
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Post by Mayhem »

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.
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Post by Magonushi »

Mayhem wrote:
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.
Actually I'm pretty sure that's in the Limited Edition.
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Post by Sintaqx »

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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.
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Mulu
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Post by Mulu »

Mayhem wrote:Bilbo Baggins was hired as a burglar, not to set several 10D6 spike traps over the entrance to Smaug's cave.
Bilbo Baggins, ROFL.

Not all rogues are fat hobbits, and not all trap setters are rogues.

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More and more this is beginning to look like a case of "we can't admit we were wrong."
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Post by ThinkTank »

Yeah, some are hobos by the looks of it.
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Post by JaydeMoon »

Hobos... hobbits...

They're all the same, ain't they?

Mayhem, why do you have to be so bizarre?
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Post by Sintaqx »

Mulu wrote:Not all rogues are fat hobbits, and not all trap setters are rogues.
QFT. My lovely little trap-setter is most definitely no rogue.
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Post by ThinkTank »

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.
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Post by JaydeMoon »

That is neither a picture of a cat, nor is it a useless remark within the vicinity of a humor attempt.

TT, don't you EVER do that again.
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Post by Sintaqx »

ThinkTank wrote:Traps as a subject will likly be skirted until it dies of old age or gets buried under other drama.
Then like any aspiring necromancer I shall continually dig it up until it works right.
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Post by Brokenbone »

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.
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Post by ThinkTank »

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:


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THEREFORE:


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