ToME: the Tales of Maj'Eyal

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 Post subject: A new mechanic for traps
PostPosted: Mon Jan 06, 2014 12:09 pm 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 704
1. They trigger *once*.

2. They are all either directly damaging or do things to get your character killed.

3. Elemental spell effects will set them off.

4. They can damage monsters, but only your character (or a spell) can trigger them.

5. Straight disarming is really, really rare.

Sound decent?


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PostPosted: Mon Jan 06, 2014 1:03 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1715
Location: West Virginia
Sounds ok. I don't like traps either.

So if you set one off and it blasts a pet, it gets angry? That would make the tactic of chain summoning GWoP to clean out a level trickier (not a bad idea).

By straight disarming, I assume you are referring to the spell/staff/scroll/rod. The scroll and rod are already rather rare- there are never enough scrolls unless one serially looted a dungeon store or was an alchemist.

Sorcerers would become almost unplayable if they didn't have the spell. As it is, I have lost level 50 sorcerers to traps.

It would make the disarming skill useful. I don't think that I have ever invested in it at all. Again, a good thing.


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PostPosted: Mon Jan 06, 2014 8:50 pm 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 704
Part of the idea with elemental area-of-effect spells setting traps off, is that you could use a fireball to preemptively trigger them. :) Though this might lead to some, ah, interesting tactics in vaults.


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PostPosted: Tue Jan 07, 2014 11:25 am 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1715
Location: West Virginia
The damage from the traps should destroy loot as well as monsters. I imagine walking into a vault after triggering a massive trap conflagration and finding nothing but a few charred carcasses and piles of ash on the floor...


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PostPosted: Tue Jan 07, 2014 4:01 pm 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 704
Perhaps... I'll have to think this one over. :)


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