pits & trap creation

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Post Reply
Message
Author
ushumgal
Higher
Posts: 74
Joined: Tue Apr 11, 2006 7:56 pm
Location: Málaga, Spain and Madison, Wisconsin

pits & trap creation

#1 Post by ushumgal »

I've had two thoughts which may have already been discussed:

Pits: They block movement like walls, but do NOT block line-of-sight, giving them obvious tactical implications. Perhaps characters with diggers can dig them themselves, but they should primarily appear as traps or natural features of the dungeon level.

Scroll of Trap Creation: Would allow any character to create a trap. Low level scrolls would create single-use traps, higher level scrolls would create permanent ones (or perhaps it should depend on magic or cunning stat?). They should be relatively rare, though, or it would be very easy to set up a huge mine-field of traps and wipe out any enemy by luring them into it.

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: pits & trap creation

#2 Post by Grey »

If pits block movement, are you permanently stuck after digging one? ;) I think maybe they should have a Dex check for damage, and another Dex check to get out of the pit, but otherwise would just be a movement hindrance rather than a complete block. Would still have tactical implications. Also, large creatures would be less hindered by them than small creatures. And flyers would be completely oblivious.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Susramanian
Spiderkin
Posts: 454
Joined: Sat May 15, 2010 3:09 am

Re: pits & trap creation

#3 Post by Susramanian »

And if we add pits, then we've got a good reason to add levitation and/or flight! I loved the various travel-augmenting powers in T2. And once we have such powers, then we can hide cool encounters in the world map that you can only access with certain travel abilities. Eg, an island dungeon only accessible if you can fly to it, or a cave on a wind-swept peak only accessible by careful climbing (it's too windy for flight).

I'm getting off topic, but I'll mention that I'd really like to see more interesting world encounters that reward exploration.

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: pits & trap creation

#4 Post by Final Master »

We already have levitation. It's from a level (4?) Feather Wind, and it says that levitation helps avoid some traps, though I hadn't noticed it because I never step on traps with a mage.
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D

Feanor.81
Wyrmic
Posts: 239
Joined: Mon Aug 23, 2010 12:52 pm
Location: Poggibonsi (Siena), Italy

Re: pits & trap creation

#5 Post by Feanor.81 »

Final Master wrote:I never step on traps with a mage.
Ever been in the Maze? :mrgreen:
Don't fear the eyes of the Dark Lord / Morgoth I cry
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate

Final Master
Sher'Tul
Posts: 1022
Joined: Fri May 21, 2010 8:16 pm
Location: Inside the minds of all
Contact:

Re: pits & trap creation

#6 Post by Final Master »

Yes, with every character that lives through the old forest. Sense - Vision - Teleport/Phase door through it. But when I HAVE triggered a trap, it doesn't seem like levitation has done anything yet. No lowered damage, no 'dodge', no 'not triggered'. It's rare that I do trip a trap though.
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D

Post Reply