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Anti-Trap Mechanics & Player vs Dungeon


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Have lots to say about this but leaving space.

 

In my opinion Rogues should be the best at disarming traps, but if I don't want a Rogue in my party, could there be items or other ways to overcome traps? Could a Fighter or Barbarian be able to stop that boulder rolling towards the party by physically stopping it?

 

Can 2 melee Strength-based characters be able to open doors at the cost of stamina? (Holding up a closing stone door Indiana Jones style~). Could there be some sort of experimental equipment that nullifies poison traps? (gasmask thing, making you able to just walk over Gas traps like it was nothing).

 

What kind of traps will exist in P:E and what kind of mechanics will be used to deactivate traps? Will we see more of a Grimrock style? Pitfalls? Spikes? Arrow shooting traps? Or will it be more in-tune with BG with no "buttons" or similar?

 

Player vs Dungeon. Not really "What enemies are there?" but "What obstacles block the way forward?".

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I hope that skills are more open to all classes and that I don't need a rogue to build a good trap disarmer. Like I said in another thread, I think it should also be an expensive skill for specialists.

 

I think in P:E, with the limited ways of getting back health, clearing traps by walking into them should be non-trivial.

 

Could there be some sort of experimental equipment that nullifies poison traps? (gasmask thing, making you able to just walk over Gas traps like it was nothing).

 

I like how they'll handle lockpicking (you use up lockpicks based on how high your skill is), they could do the same with traps (using up probes). I'd also like a bit of a mini-game for both.

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I very much hope that sheep won't be allowed to open trapped doors, and goblins won't fiddle with a chest's lock in a way that could set off its trap.

 

Bah, that what maxed-out Handle Animals is for. There's not much a well-trained sheep can't accomplish.

 

 

Romance options?

 

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A minion could be a minion you spawned from hell or whatever it is. Your (naming it w/e) elemental air spirit with its own life.

 

You don't just summon a Wind Spirit, you summon your Wind Spirit. Necromancy would require the same bones and dust, giving a longer longelivety, but eventually as the dust runs out and can't be gathered you can't summon as many skeletons to your aid and need to re-gather more dust. Ingredients+Magic.

 

Could summons be a part of the mortality business with stamina and health? Meaning that a summoned beast could eventually did? Damn need to make a "Summoner" thread.

 

On topic: Could a Wizard float over obstacles? Telekinesis? Leaps/Jumps? (as simplistic as possible) can you skillfully dodge traps that you set off?

Edited by Osvir
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Have a disable device skill. I've used it on non rouge characters in other games. If they have something like the survival skill, maybe it could help you avoid traps, but not actually deactivate (or salvage) them.

Edited by Labadal
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Meaning that a summoned beast could eventually did die?

 

Corrected.

 

A disable device skill could work. Would it get better as the character levels up or as the character disarms more devices?

 

For me personally, I'd like it to be based on how many points you spend in that skill.

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I like how they'll handle lockpicking (you use up lockpicks based on how high your skill is),

that's not what was said.

What was said was (and it was an example, not yet certain if it's going to be in game)

that if you had a skill check, and you missed it by a margin, there should be some way to compensate for that margin. so if you have a skill of 45 is lockpicking, and the lock is 55 you might be able to pick it with 10 lockpicks (possible example)

 

that doesn't mean that it you'd be able to do it with 20 at 35 skill, because the margin would be bigger and it might be too much. Clearly if your lockpick skill is high enough that you exceed the difficulty, no extra items would be needed.

Edited by JFSOCC

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What was said was (and it was an example, not yet certain if it's going to be in game)

that if you had a skill check, and you missed it by a margin, there should be some way to compensate for that margin. so if you have a skill of 45 is lockpicking, and the lock is 55 you might be able to pick it with 10 lockpicks (possible example)

 

that doesn't mean that it you'd be able to do it with 20 at 35 skill, because the margin would be bigger and it might be too much. Clearly if your lockpick skill is high enough that you exceed the difficulty, no extra items would be needed.

 

that's exactly what I meant. I expect the "lockpick cost" to become gradually lower the closer you are to the required skill level.

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