Traps

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danielmn
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Re: Traps

Post by danielmn »

Yeah, there really is no reason why you couldn't have dm support in that pit trap with spikes at the bottom of it you want sitting in front of the "fake" entrance to your hideout. Would likely take some months to dig that hole, make those spikes secure those spikes in the hole, then lay a good camoflauge topping over the hole, but in the end you'd have an effective trap that can double as an outdoor prison if you dig deep enough. Take some time and coin to set up, but nothing to say you can't do it. And once finished, all youd really have to do is clean out the pit every once in a while so the stench of death doesn't ward away likely victims (or leave the bodies, if you DO want to ward away these pesky nose-pokes with the rotten stench of death) and recover the hole with fresh camoflauge every now and then. Trap kits however.....lulz. I shake my head at that junk. On the other hand...maybe a good use for knowledge architecture/engineering.
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dirsa
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Re: Traps

Post by dirsa »

danielmn wrote:Would likely take some months to dig that hole, make those spikes secure those spikes in the hole, then lay a good camoflauge topping over the hole, but in the end you'd have an effective trap that can double as an outdoor prison if you dig deep enough. Take some time and coin to set up, but nothing to say you can't do it.
errr.. months? not good with a shovel, are you? a man can dig a hole big enough for spike trap, outfit it with spikes and put cover on it in less than a day at a cost of eeee... half dozen beers... :twisted:

as to on topic discussion, while my pc would certainly benefit from ability to lay traps, the way they are in nwn is kind of cheesy... i'm quite sure it would take more than 6 seconds to set up a major acid bomb, never mind the chance of it going off in your backpack while you carrying it....
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danielmn
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Re: Traps

Post by danielmn »

dirsa wrote:
danielmn wrote:Would likely take some months to dig that hole, make those spikes secure those spikes in the hole, then lay a good camoflauge topping over the hole, but in the end you'd have an effective trap that can double as an outdoor prison if you dig deep enough. Take some time and coin to set up, but nothing to say you can't do it.
errr.. months? not good with a shovel, are you? a man can dig a hole big enough for spike trap, outfit it with spikes and put cover on it in less than a day at a cost of eeee... half dozen beers... :twisted:

as to on topic discussion, while my pc would certainly benefit from ability to lay traps, the way they are in nwn is kind of cheesy... i'm quite sure it would take more than 6 seconds to set up a major acid bomb, never mind the chance of it going off in your backpack while you carrying it....
Yeah, months is prolly a good overestimation...just like less than a day a good underestimation. Would depend on the depth, width and length, the rock consistancy and size, weather you wanted those spikes to be of wood or metal, how you secured the spikes ect. I'd defer to the time allotment listed for such though... which likely lies somewhere in between. Certainly, we can agree, not a ten second deal.
Swift wrote: Permadeath is only permadeath when the PCs wallet is empty.
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raise

<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.

"And in this twilight....our choices seal our fate"
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dshavoc
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Re: Traps

Post by dshavoc »

Hello all. I just bought NWN2 and joined ALFA, with some light prior experience in D&D table-top.

I'm attempting to create a Gnome Ranger who will (preferably) build and (at least) set traps, but at character creation, I was disheartened to see only Disarm Device, and no skill associated with crafting nor setting traps. Yet I see reference to it at:
http://nwn2.wikia.com/wiki/Craft_Trap

Does ALFA remove trap crafting and setting from the game mechanic? Does it require a DM to implement?

Thank you :)
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Riotnrrd
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Re: Traps

Post by Riotnrrd »

We don't generally use NWN2 traps, but a DM might be able to work with you on creating canon-specific traps.

See: http://www.d20srd.org/srd/skills/craft.htm and other source documents for ideas.
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kid
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Re: Traps

Post by kid »

For referance we use SRD and DnD3.5 rules... not Nwn2 rules.
That means alot of skills are added... (many RP skills)
And some taken away as you can't find them in DnD.

However, say you are in a DM session and wish to set a trap, a creative player/DM communcation + roll of proper skills... (know engeniring/disable divince, or just int)
Could work, but thats up to the DM and the player in any current situation.
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Zelknolf
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Re: Traps

Post by Zelknolf »

The canonical skill is craft (trapmaking); if it's untrained-- yeah, you're improvising with the help of a plot DM, as kid suggests (and is likely to consist of putting heavy things on high ground and hoping they roll onto things you don't like). If it's going to be central to your character's build and development (or you're keen on elaborate/ trained work), you'll want to contact the HDM on the server where you'll be playing to coordinate and make sure everyone's on the same page for what the character hopes to be.
t-ice
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Re: Traps

Post by t-ice »

Take this with the grain of salt that every DM can do things a bit differently, dshavoc, but If I was sitting behind the DM screen, I would allow your character to set some traps if he would ICly have the time. So if your party is standing behind a door with a room full of goblins on the other side, does it make sense for you to build on the doorway a mechanical device that shoots darts, all the while the goblins just stand there behind the door?

Canon traps are encounters for a party in their own right, according to those rules not to be mixed with monsters, and certainly not to be set by PCs against monsters just before an encounter. This is reflected in build times for canon traps being days.

Perhaps the biggest gameplay issue with nwn2-type use of traps is the way it generally abuses the AI. Even intelligent monsters just wantonly run to your traps, and you can kite them over any number of traps.

If you want to do that gnome ranger, I might recommend focusing on craft alchemy, and if you generally had high "nimble fingers" skills, as a DM I would let you set up an alchemist fire here and tanglefoot bag there, so that they get sprung on creatures that step on here and there. (mechanistically it would mean that I'd fire these "grenades" on creatures from my avatar) Do keep in mind that this is somewhat DM-time-and-focus-consuming, and generally slows down the game, so don't presume to do it every time, only when circumstance allow and call for it.

That said, trapping for particular kind of creatures in a particular area sounds like a pretty general plot hook for a PC to sport. Many plots and DMs might grab that and give you PC a chance to be at center stage.
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