Traps

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Traps read below

Keep traps as is
5
23%
All traps must consist of a buzzer and do a set amount of damage
3
14%
Remove traps from the game
8
36%
Other please explain
6
27%
 
Total votes: 22
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GM_Chris
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Traps

Post by GM_Chris »

Ok guys a poll on traps. Right now we have alot of complicated rules with traps that give rogues perhaps too much, but besides that some traps cannot be phys reped well. Now even if a trap can be phys repped you have the problem of a buzzer going off in the middle of the night and then you have to fibd the tag light a flashlight and see what happens to you.

BTW we will most likely remove pit traps no matter what options you choose.

Oh and this is a pc trap discussion we as plot can always do funky trap type things since we will be there to narrate

Ok so vote :)
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Traps

Post by Nelkie »

My vote is to remove the ability to create traps. It adds to much complexity for the limited benifit. I say the rouge can disarm NPC traps, but can't make any of there own.
Heres a suggestion. Remove simple/complex traps and just have disarm traps as a master rouge. All the disaplines that get simple traps will get a replacement skill.

The rouge would get a replacement skill for lossing simple traps and the ability to create traps. Something small. I will think on it.
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Post by Ug »

My vote is to remove traps all together (both PC and NPC) and replace the Rogue's create/disarm abilities with something else.
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Post by Peace420 »

If you remove PC traps then NPC traps should be non damaging (confusion,sleep,root,etc...) if the NPC's keep traps. There also should never be a spell or potion IG that would similate a trap i.e. big boom set of by a "trigger" or specific event.
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RE

Post by GM_Chris »

Actually I am unsure if the rogue needs anything to replace the trap ability, but it would definitly be looked at if we decide to get rid of it. Also we could remove PC plots and if we have NPC plots say anyone can disarm it if they can actually disarm the mechanism we use to create the trap.

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Post by dier_cire »

I say kill em for pc's as they've never worked well and have always been something to collect for little cost.

As for npc's keep em or not. up to you.
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Post by Onimaster »

I don't know... I'd hate to see a group of people who live in the woods and have survival skills just not be able to create traps... I know it's difficult in the rule mechanics to leave a note in the dark, but they add flavor to the game. And, just removing them all together because they are a nusance doesn't seem right.

If you add an electronic trigger like a buzzer or flashing LED then those things should be provided for a player that has no skill to create something like that.

::Chuckles:: I just had the funniest thought of a trap set to a motion senser with one of those reminder keychains that would actually light up and make a damage call on it's own... "8 Vorpal... this is a recordin... I mean trap."
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Post by Ug »

See, that's the point though. There are ALOT of things that we could add to the game and that would add flavor to the game, but they are not added because they are a nusance and detract from overall game play in a system that is trying to remain simple.
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Post by Onimaster »

I am of the opinion that excessive simplicity isn't everything. I like seeing a large number of intresting abilities and calls (Even if someone new might not know them off the top of their head and need to call a gamestop)

I'd rather have mechanics that work, and provide variety, than never break character.

It seems lately that any time something takes some effort to understand or accomplish someone talks about getting rid of it (Though, at times justifyably so.).
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Post by Corbyn »

If you get rid of traps, does that mean you will be removing the two or three (that I know of) arcane warding spells? As written, they function very much like traps in terms of mechanical/phys rep requirements.
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Post by Wyrmwrath »

Here is a much less marshal intensive, but slighty more complicated trap system from a different LARP. I present it here to stimulate a different paradime(sp) with respect to a trap building system:

This is thier rules on searching cabins:

Searching of someone else's cabin or through their in-game belongings is perfectly within the rules of the game, as long as a few precautions are taken. You are required, before beginning your search of another cabin or sleeping area, to find a "Rogue Marshal" who will be there to watch and alert you to any defenses the victim may have set up in the room such as contact poisons and traps. If you are setting up defenses against such measures, you are also required to find a rogue marshal to verify correct set-up of these traps. This allows the marshal to alert all other rogue marshals in case another player searches your cabin. It is not permitted to search any other PC's cabin or sleeping arrangement without the presence of a Rogue Marshal
.

They have 3 level of trap maker, but I am not suggesting the same. Just clarifying. PC building is similar to CARPS for those familiar.
Apprentice Trapsmiths:

Apprentice Trapsmiths can only set/disarm/craft Alarm and mechanical type traps. Only Apprentice Trapsmiths and above may attempt to disarm traps. At no time does a standard trap cause damage to multiple people, although one trigger can be used to set off multiple traps. The person closest to the actual trap takes the full effect of the trap, unless the trap is area effecting. All traps made of modern materials are required to be disarmable. The player is required to provide the phys-rep for all traps, and they must be plot approved before use. The trap must have a box or storage device for the actual gas or explosive discharge. The size of the container must be big enough to hold a standard alchemical vial(s). The trigger must actually open the container to set off the trap. Traps can be reset and reused as long as the phys-rep lasts, or until the traps expiration date. Traps may be made on the fly, but you must have a Tag for a trap if you are attempting to set it. If you set off a trap while setting it, disarming it, or collecting, it goes off on you. A Rogue Marshal must be present for the Disarming of traps. It is requested that if you have time, a Rogue Marshall be present for the setting of a trap as well. If you find yourself having set off a trap, find a rogue marshall immediately, if one is not present.

Alarm: A simple trap that alerts you when trigger (i.e. Rings a bell, pulls on your big toe, etc..) 1 None

Mechcanical: A trap that does "XX body" to person who triggered the trap. 1 per 25 pts. None



Journeyman Trapsmith :

Journeyman Trapsmiths can attempt to set/disarm/collect any trap. A Journeyman can craft alchemical traps (except area effect), rock falls, and acid pools. If they know alchemy, they can use a strengthened Oil of Slipperiness in the same quantity as an acid pool, to neutralize the pool.

Alchemical: A trap that sprays out an alchemical liquid/gas onto the nearest person. 10 Appropriate Alchemy

Rock Fall: A trap that drops boulders/rocks from the ceiling/wall. 10 massive damage per boulder, 5 damage per rock. (I.e. Rocks suspended by a sheet/ropes, released by a trip line) 10 Rocks/Boulders
Unshatterable Container (12") A box/bag/pouch/etc that is impossible to break by normal means. 100
Less then 12" in all directions

Unshatterable Container (24") A box/bag/pouch/etc that is impossible to break by normal means. 200 Less then 24" in all directions

Unshatterable Container (36") A box/bag/pouch/etc that is impossible to break by normal means. 300 Less then 36" in all directions

Acid Pools: A trap that does 50 pts of acid damage per second a person is in contact with it. (Denoted by a green cloth in the size/shape of the pool) 5 per sq. ft. 50 pt Appl Acid per sq. ft.



Master Trapsmith:

Masters can craft massive mechanical traps, shatter traps, pressure plates,area effect rune traps, and area effect alchemical traps. The appropriate alchemy for an area effect alchemical trap would be a vial of natures water, an alchemical fire, paste of stickiness, oil of slipperiness,light poison, or an area effect gas. In the case of paste of stickiness, all those in the area would be stuck to the floor, and anything they touch would stick to them for XX minutes. In the case of Oil of slipperiness, all those in the area would immediately fall to the ground, not being able to stand up nor hold/pick up things for XX minutes. In the case of a light poison, all those in the area would immediately be "Stunned" (Same effect as stunning blow) for XX minutes. In the case of area effect rune traps, only elemental/magic damage runes may be used.

Massive Mechanical: A trap that does "XX body", 10 ft radius. 50 + 1 per 10 pts None

Area Effect Rune Traps: A trap that triggers a elemental/magic damage rune, and magnifies the damage to a 10' radius. 50 Appropriate Rune

Shatter Trap: A trap that does Shatter,10 ft radius. 100 None
Pressure Plates A trap that when stepped upon does "XX body" to person who triggered the trap. (I.e. A few finger snaps underneath a piece of paper). For an extra 5 production, this plate can trigger a trap that is adjacent to it. 25 + 1 per 25pts. None

Area Effect Alchemical Traps: A trap that when triggered, releases the alchemyinto the air. 25 Appropriate Alchemy

I am not suggesting the adoption of these rules as they are, or even close to what they state. I do think a similar system balanced for FH would increase the enjoymemt of anyone playing a rogue, and add several fun and interesting elements to the game.
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RE

Post by GM_Chris »

Not a bad suggestion, if we decide to keep traps as they are we may adopt a simplier version as you outlined Brian.

The problems I see is still the communication of the effect.


Buzzer goes off and you have to figure out what the tag reads. You could alternatively say that a buzzer is always a 5 lash and that say falling rocks is a xx for all hit in the stream.

Not really sure, but we wil monitor this post closely.

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Traps

Post by Nelkie »

Ok, here is another idea for traps.

There are only a few traps a person can make. Each trap does a set amount of damage and has a distinct fisrep which portrays it. Note: a marshal must approve all traps before they are brought into game.

Now the trigger and setup times will be based on if you have simple or complex traps. Only a person who has complex trap building skills can disarm a trap (this gets rid of asking if it is complex or simple) Note: If your trap is sprung by a pull cord, than the trap must have a pull cord!

Also, you can not detect a trap unless you have the spot skill. So if you see a trap, one must role-play it as if it is not there.

Examples
Pit trap - does 2 vorpal and 10 damage and takes a 15 count to remove one self from pit. 5 count with help. Can be attacked when getting out (Fiserep is a white sheet on the ground)

Lash Trap - does a lash effect (Can be damage, poison, sleep, etc..) - (Fisrep is any closed object with a buzz. Buzz goes off, everyone in the by the buzz takes the lash damage) Must read tag, minor game stop. Lash traps need alchemy potions to create!

Weapon Trap - 8 crush - (Fiserep is a foam weapon, foam log, that must swing down to hit a person) i.e. used through doors ways, in the woods.

Crossbow trap - 4 vorpal (Fiserep a crossbow that must fire FH safe bolts at a person)

Alarm traps - Bells ring (Fisrep is a string tied with bells that will jingle if touched)

That’s my idea, what do you think?
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Post by GM-Mike »

The only problems I have with this are that one everyone would have to learn the trap system so they know what damage to take (this could be okay but it is something else to remember) and two I don't like must have spot to detect a trap. The reason for this is that once you see a trap, you cannot help but react to it. It is tough to be able to say definitively that they would or would not have walked into the trap. It is a source that will create arguments and/or cheese no matter how the player actually plays it.

As for the first problem, it could be resolved if all traps did the same amount of damage. Then there is only one extra thing to remember.
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Traps

Post by Nelkie »

I have solutions for your your issues.

All traps still need to be tagged, but the traps will still do the same amount of damage and still have same disarm times. The tags are there incase one forgets.

I have to agree with you on spot. If you see a trap yuo see it. Pit traps can not be hidden, therefore the white sheet. All other traps can be hidden by normal means if possible. Aka, a lash trap in a chest, weapon trap on a door, etc.

And if all traps did the same amount of damge, would keep it simple. How does 10 crush sound?? Traps should be scary!
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