Make traps great again
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Buffs that only last one or two fights can also help to slow things down as soon as people need to re-buff. Likewise, if you need to apply healing kits and wait for them.
Personally, I think what I tend to enjoy most is if you manage to spot a challenge ahead of time, then prepare and plan for it specifically (not just with buffs but also damage effects, etc.), and then try to do it.
Buffs that are always-on from start to finish of a quest (or even more than one) do not encourage this - as they just provide a blanket elevation of the party’s power level (which has then to be accounted for as such in the overall quest balance, which in turn can make things even harder for rogues and other non-casting classes).
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Yes, casters and bards elevate the party power level, that is their role in the party. With additional party members, quests are supposed to increase the number and difficulty of spawns.
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How many rogues/rangers are played at most given times?
Most people really don't have the skill points to put in disarm trap heavily.
Empowering traps too much may make quests prohibitive to parties without trapspringers, making it taxing for non casters and a death sentence to any non buffed caster.
That said. I think there could be more traps laid around.
But I also recall several characters dedicated to disarming traps scouting ahead at all times and handling them.
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As I recall disarming traps removes stealth. My suggestion to start with would be to enable rogues maintain stealth at all times when setting and disabling traps. That way they could quietly go on about their job while the rest of the party is fighting.
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Disarming traps doesnt remove stealth or invisibility.
Setting traps breaks stealth and invisibility.
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Yep, in that case the setting should allow you stay stealthed or invisible, which would increase their use and improve the pacing.
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There is no way on God's green earth that setting traps is not going to break stealth. That's way too powerful an ability, particularly with how stupid the AI is and I can already hear the pvp complaints now.
At some point, I'd like to level out trap damage outputs a bit so we can use a wider variety of traps and more dangerous ones are available. But some are just extremely over-powered and if used, people would die immediately. So the variety is limited to traps that are mostly not too dangerous.
Plus, DO some hard quests where you find more dangerous traps. When you only do the introduction and solo quests, you don't come across the traps that do 50-100 damage.
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So, the problem is traps are basically ignorable save for a few high tier quests, as for setting traps why bother the party is just blitzing you don't have time and the damage per trap is subpar at best.
Can we have traps that do magical effects like dispel, grease or web? The problem is as a rogue I am just not feeling my investment into traps is worth it when it's simply more effective to sneak attack from range or flank.
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traps have to be set for the busy times and the times when there are 1 or 2 people on, i know it is a hard balance. but if you make things too hard for the low times, you run the risk of losing those people once they realize there is nothing for them to do
balance here is everything, numbers can attract numbers, but till we have more people popping on during the low population times, we should not modify things that could potentially chase them away
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While we still need to adjust some of the DC ratings for trap setting/spotting, we've leveled out the damage per this chart to the suggested numbers.
What this means is DMs can use a wider variety of traps on quests, and not worry about killing players with one shot or making traps that are too powerful for pvp.
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M Mr.Moloch moved this topic from Suggestions