Author Topic: Changes for traps  (Read 1412 times)

harperfan7

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Changes for traps
« on: August 16, 2019, 11:09:16 pm »
Spotted traps that aren't explosives should target your dodge score, using the trapper's trap skill as the attack skill.  If the attack fails, the trap goes off without effect (though an acid trap would still put puddles on the ground). 

Bear traps should be affected by strength like nets; stronger enemies get shorter durations.  It would be fair if acid traps were the same. 

Perhaps if the bear trap does no damage, the target is not affected; it fails to grab hold. 

Enemies immune to traps, like spiders, should either ignore the traps entirely without triggering them, or at least take damage from them without being held (a little mp drain would be nice as well). 

These changes would give incentive to put more than minimal points in the traps skill (aside from trap detection), and make dodge a better choice as well.
*eurobeat intensifies*

Zzealot

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Re: Changes for traps
« Reply #1 on: August 19, 2019, 03:29:05 pm »
It cross with a discussion from a another topic.

I suggest

Escape Artist feat will be much more useful for any builds if it does't have a cooldown. And if give this feat for some nimble enemies, it will be much more difficult to abuse them block the tight spots, but they will lose a half AP to escape.

Alternatively, I would generally make Escape a basic skill that initially available for enyone for 25 AP with some chance to fail(more Dodge - less chance to fail). Escape Artist feat in this case simply allows you to guaranteed escape without AP cost

The difficult of escape can depend not only on dodge, but also on the trapper skill, so anyone can be easily freed from the trap for the cost 25 AP, if the trapper skill is low.

In addition, specialisation points in Escape Artist may reduce AP cost for basic escape, 1 point -5 AP. Max 3 points and -15 AP to escape.

As a result, humans and critters don't just stand calmly bleeding for 2 turns, or drown in acid, but try to free themselves. 25AP for try, two try per turn. Nimble characters with decent dodge skill deal with this easier, even without feat, and with feat it is much better, but free and guaranted escape with feat have a cooldown.
« Last Edit: August 19, 2019, 03:51:26 pm by Zzealot »

MirddinEmris

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Re: Changes for traps
« Reply #2 on: August 20, 2019, 06:21:57 pm »
I agree with both propostitions. They will make game more fun and reduce some boring low skill tactics like putting bear traps everywhere with 0 skill points. Also with that change to Escape Artist, not only it's more viable for a player, it will make some enemies more dangerous and fun.