New Idea - Mechanics - Trap Proposal
3 posters
Thessir :: Technical :: Suggestions
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Should normal traps be changed into identical "fire right away" grenades?
New Idea - Mechanics - Trap Proposal
On some servers, the default NWN mechanics are discarded due to their potential for abuse on multiplayer servers. Additionally, standard trap usage does inhibit the "forward motion" mentality of many multiplayer server's combat gameplay. Rogues rarely provide defensive roles outside of rare "under siege" or "enemy" assault type DM/PVP scenarios.
PC traps provide, in effect, a fired script upon hostile trigger. I propose that it would be possible to switch default traps, all of them, into throwable grenade like objects that fire upon landing. I feel that "Craft Trap" ingredients can still be used in conjunction with the skill to make these grenades, as intended. I do suggest, however, if possible, that a "Set Trap" check be made for those throwing these grenades, and that failures can result in no-effect "duds", and spectacular failures prompt the same "misfire" functions, still potentially avoided by the "Skill Mastery" feat.
This change would prevent a lot of potential for abuse, such as trap stacking, and traps going off long after installation targeting innocent bystanders with no option to detect or avoid an attack, rather than simply taking away one of the game's features intended to enrich the ability range of rogues, rangers, and assassins.
I do like the game's default trap system, and its potential for trap chemistry and elaborate defense, but, this change addresses the biggest complaints of advocacy against trap implementation. It may be considered, further in development, that a more involved trap creation and utilization (sabateur) type system be developed in the interests of traditional D&D trap experience.
PC traps provide, in effect, a fired script upon hostile trigger. I propose that it would be possible to switch default traps, all of them, into throwable grenade like objects that fire upon landing. I feel that "Craft Trap" ingredients can still be used in conjunction with the skill to make these grenades, as intended. I do suggest, however, if possible, that a "Set Trap" check be made for those throwing these grenades, and that failures can result in no-effect "duds", and spectacular failures prompt the same "misfire" functions, still potentially avoided by the "Skill Mastery" feat.
This change would prevent a lot of potential for abuse, such as trap stacking, and traps going off long after installation targeting innocent bystanders with no option to detect or avoid an attack, rather than simply taking away one of the game's features intended to enrich the ability range of rogues, rangers, and assassins.
I do like the game's default trap system, and its potential for trap chemistry and elaborate defense, but, this change addresses the biggest complaints of advocacy against trap implementation. It may be considered, further in development, that a more involved trap creation and utilization (sabateur) type system be developed in the interests of traditional D&D trap experience.
Raeburn Mark- Nefarious Wiki Lurker
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Re: New Idea - Mechanics - Trap Proposal
This is one of these situations I feel that DM supervision beats removing mechanics.
Cortex- Alignment : True Neutral
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Re: New Idea - Mechanics - Trap Proposal
I agree with the above.
Trap grievers should be dealt with by dms.
Grenades are a nice opption but not as a replacement for trap. Traps should remain as they arare.
Trap grievers should be dealt with by dms.
Grenades are a nice opption but not as a replacement for trap. Traps should remain as they arare.
Ozzynl- Dungeon Master
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Thessir :: Technical :: Suggestions
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