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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Wyrmwrath
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Post by Wyrmwrath »

Two things....

The first is the necessity of a rogue marshal. That is why I added the cabin searching rules. The marshal MUST be notified when the traps are set up, and passes that information to all other marshals. If the traps have actual triggers AND effect tags then the need for marshals, as the cabin is searched, can be minimized.

Second, Pit traps just cannot be phys repped sufficiently unless you are actually going to build a pit with a ladder for the PC to get in and out of the pit with. When a PC fall in, attack angles, weapon reach, distance to target for thrown attacks are not even closely simulated by the player laying or kneeling in the rope outlined portion of the cabin floor or ground outside. If Jux fall into Arthos' pit trap while attempting to kill Eli in the middle of the night, he would present a different target in a real 30-foot pit than he does sitting on the floor to Corbyn throwing magic and Kidwyn poking with her swords.
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Ug
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Post by Ug »

Looks simple enough to me:

Eliminate traps and you eliminate the necessity of a rogue marshal.
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Nelkie
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Traps

Post by Nelkie »

I agree that a trap marshal needs to appointed to make sure the traps being brought into game are safe and properly tagged. I disagree with haveing a marshal present when searching a cabin. Its hard enough to find a marshal to answer a question and getting one to follow you around for awhile would be even harder.
I personal think if everything tagged proerly, than a marshal does not need to be there if you want to steal anything. We as players need to get more strict about tagging in game items.

As for attacking a person in a pit trap, I see 3 solutions. While you are in the pittrap you take no damage, you take any ranged damage and can dodge or block incoming arows, you have a short time to remove yourself from the pittrap and will take any damage dealt to you while in the pit trap.
My Thoughts

Aaron
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GM_Chris
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Post by GM_Chris »

I am most sure pit traps are going bye bye.

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Nelkie
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Traps

Post by Nelkie »

Baa-Humbumb

I like my Pits of DOOM!!!

:D
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Aaron
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Peace420
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Post by Peace420 »

Yeah, pit traps were the most useful of the traps.
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Claude du Sinjin
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Post by Claude du Sinjin »

Now heres a question... what if... I want to... build a REAL trap?!?

Will this be allowed in game? Now mind you, I'm not talking about a tiger trap or anything, but simplistic means of alertment and detection. Ex.- Placing small strings of bells around my bunk in case some punk decides to sneak up on me while I'm asleep.

I'm just concerned that if we do get rid of the traps rules we might not be able to rig traps in game since there are no more mechanics to supplement them.
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Todd
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Post by Todd »

As one of the original writers of the Trap rules (and the guy who tried to fix them every time they got broken) I can honestly say Traps have not been used correctly from day 1, nor have they been used with out fault during any of thier incarnations. Part of this is our fault for not being clear on what some of the issues are, and part is due to interpretation. Now before anyone says "It should be made clear so as to not be miss-inturpreted" I would like to say this is IMPOSSIBLE when you have people trying to stretch the limits of what can and cant be done.
That being said I would like to remove it from Rogue. And while keeping it for NPC/Plot use, alter the calls as mentioned "Sleep, Root, etc."

Captain Nay-Sayer
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