Traps

This is a general open discussion for all ALFA, Neverwinter Nights, and Dungeons & Dragons topics.

Moderator: ALFA Administrators

User avatar
thursday
Kobold Footpad
Posts: 30
Joined: Thu Mar 27, 2008 11:44 pm

Post by thursday »

Just a word on decreasing the number of in-game traps: doing this will minimize the traditional rogue role far more than nerfing traps. Without the need to bring someone along who can disarm traps, most groups would have zero use for a rogue, as long as they had a spellcaster who could cast knock and a fighter-type who was strong enough to break down all other doors.

EDIT: Page 10, dangit :(
User avatar
Magonushi
Gelatinous Cube
Posts: 355
Joined: Wed Jan 21, 2004 9:15 pm
Location: Seattle
Contact:

Post by Magonushi »

There is still a key need to be able to scout out areas while remaining undetected. IMO that is the rogue's main role to be the invisible eyes and ears of their party.
Current PC: Helga Hornraven
Next PC: Coming Soon
User avatar
Avaz
Gelatinous Cube
Posts: 318
Joined: Wed Feb 20, 2008 6:31 am
Location: Los Angeles, CA - GMT -8

Post by Avaz »

Image
"Cleavage is like the sun. You can look, but it's best not to stare into it for too long." -Anon

Current PC: Claina Maynarren, halfling
Veilan
Lead Admin
Posts: 6152
Joined: Mon Jan 05, 2004 3:33 pm
Location: UTC+1
Contact:

Post by Veilan »

Thursday has a point, especially as the scouting job usually is done more efficiently by rangers (trackless step, anyone), who can also compete with the flanking "damage dealer" role a rogue offers, while not keeling over the instance somebody stares their way.

However, a rogue's versatility with their plethora of skills and abilities should probably ensure they remain popular, if perhaps not so much as a straight classed class anymore.

That said, I wouldn't count on DMs leaving out traps in dungeons anytime soon :twisted:.
The power of concealment lies in revelation.
User avatar
Mulu
Mental Welfare Queen
Posts: 2065
Joined: Mon Dec 13, 2004 8:25 am

Post by Mulu »

I'm so glad I didn't roll up a rogue....
Neverwinter Connections Dungeon Master since 2002! :D
Click for the best roleplaying!

On NWVault by me:
X-INV, X-COM, War of the Worlds, Lantan University.
User avatar
Killthorne
Orc Champion
Posts: 422
Joined: Tue Jan 06, 2004 6:22 am
Location: Saint Cloud, Minnesota

Post by Killthorne »

Trackless step doesn't work in a dungeon or city for rangers. Rogues make just as good of a scout. You're not going to convince me otherwise.

Anyways, being a rogue in ALFA pretty much sucks, when there isn't a DM following you around making sure you're pulling things off correctly.

As for soloing with a rogue, even with traps, you'd have to be flippin' crazy to do so. And honestly folks, if someone was soloing with traps here in ALFA, don't you think someone would finally notice, or something? All of your so-called concerns are "what-if's" or " just might be able to's"... ridiculous thinking in my opinion considering you're eventually going to be noticed by a DM or a player or SOMEONE that's noticed you trapping your kills to the extreme.

Why don't you naysayers just admit you can't trust anyone to play a rogue right, and be done with it? :P Much less admit you know very little about rogues. :wink:

~Killthorne~
Current PC: Ethan Greymourne, Ranger of Gwaeron Windstrom
User avatar
Creslyn
Orc Champion
Posts: 423
Joined: Sat Jan 10, 2004 2:30 am

Post by Creslyn »

One word Kill, Camouflage ;)
User avatar
Mayhem
Otyugh
Posts: 906
Joined: Wed Aug 10, 2005 10:45 pm
Location: Norfolk

Post by Mayhem »

I've got no issue with traps in crypts, lairs or homes in which the builders / occupants have had a couple of days of uninterupted construction time to set them up, and access to suitable construction materials. It makes perfect sense in those circumstances.

Traps of the type we expect in D&D are *built*, not strung together in 10 seconds using the contents of a belt-pouch.
*** 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
User avatar
JaydeMoon
Fionn In Disguise
Posts: 3164
Joined: Sun Jan 04, 2004 11:03 pm
Location: Paradise
Contact:

Post by JaydeMoon »

How do YOU know, Mayhem?

Where you there? Did you SEE how rogue's were or were not setting traps?

When's the last time you actually walked down a dank corridor with a fully armored warrior, robed weakling spellcaster, some dude who could call down the might of GOD, and a shadowy, sinister 'rogue'?

Hunh, NEVER?!?

Then how about you kindly STFU on what you know nothing about!

You don't know! That rogue might have a barrel of greek fire in his belt pouch! You DON'T KNOW!!!

Hey, what the fugg, isn't this thread at page ten or something? It'll be 11 for to like and then the forums will asplode!!!
<Burt>: two dudes are better than one.

DMG v.3.5 p.6, 8, and 14

BEATZ
User avatar
Sintaqx
Orc Champion
Posts: 435
Joined: Sun Jan 04, 2004 5:45 am
Location: Utah
Contact:

Post by Sintaqx »

Mayhem wrote:I've got no issue with traps in crypts, lairs or homes in which the builders / occupants have had a couple of days of uninterupted construction time to set them up, and access to suitable construction materials. It makes perfect sense in those circumstances.

Traps of the type we expect in D&D are *built*, not strung together in 10 seconds using the contents of a belt-pouch.
How about three wooden stakes, a length of rope, a supple tree branch, and 10 minutes? or a rope,2 wooden stakes, a bottle of alchemist's fire, a bottle of lamp oil, a hammer and 10 minutes? There's a minor spike trap and a minor fire trap.
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.
User avatar
Mulu
Mental Welfare Queen
Posts: 2065
Joined: Mon Dec 13, 2004 8:25 am

Post by Mulu »

Mayhem wrote:Traps of the type we expect in D&D are *built*, not strung together in 10 seconds using the contents of a belt-pouch.
Then why can't they be built in advance and deployed like a bear trap? Or a potion for that matter....

We really shouldn't be deviating from canon and expectations so trivially or due to some homerules desire. Quickly deployable traps are in NWN and NWN2 and PnP. Taking them out of ALFA is homerules without proper justification.
Neverwinter Connections Dungeon Master since 2002! :D
Click for the best roleplaying!

On NWVault by me:
X-INV, X-COM, War of the Worlds, Lantan University.
User avatar
Mitch
Skeleton's Knuckle
Posts: 21
Joined: Tue Sep 07, 2004 7:40 pm

Post by Mitch »

Didn't any of you guys see Rambo II or Predator? Of course you can build increadibly effective traps in zero time.

Home Alone anyone?

8)
User avatar
Avaz
Gelatinous Cube
Posts: 318
Joined: Wed Feb 20, 2008 6:31 am
Location: Los Angeles, CA - GMT -8

Post by Avaz »

You guys are totally screwing with my In Before The Lock image macro! >:O
"Cleavage is like the sun. You can look, but it's best not to stare into it for too long." -Anon

Current PC: Claina Maynarren, halfling
User avatar
JaydeMoon
Fionn In Disguise
Posts: 3164
Joined: Sun Jan 04, 2004 11:03 pm
Location: Paradise
Contact:

Post by JaydeMoon »

Your macro is weak, just like your kung fu.
<Burt>: two dudes are better than one.

DMG v.3.5 p.6, 8, and 14

BEATZ
User avatar
ThinkTank
Delayed Epic Fael
Posts: 854
Joined: Sun Feb 27, 2005 9:19 pm
Location: Behind You With A Backburner

Post by ThinkTank »

Image
Image
Image
Locked