Home > Suggestions

Trap Triggers

When there's no halforc around to throw onto the traps to set them off or no rogues either, why not have some "tools" which can set off a trap?

They could come in various forms - Gnomish specialist trap activator machine - Small stone - Baby Kobold or Lower Orphan

The use would be simple - use the item, click on the trap and boom goes the trap.

Could this be doable? Can it be scripted so its sets off the trap immediately? Or maybe it could make a 1hp summon which sets off traps.

Maybe there should be a percentage of chance it fails.

Can you name a trap that -does- go away when you trigger it anyway?

Maybe some on chests/doors but I personally can't recall a floor trap that uses up.. Besides, did you never see the "De-Trapper 2000" item?

Honest answer? Nope, never saw it. Please ignore this suggestion if its already been done.

The problem with doing something like this is that although you're proposing it for times when there are no rogues around, it would make it so that even where there are, people won't need to take them along. Quests should be designed so that a balanced party is always necessary. It encourages teamwork and participation. If you can't find a rogue, maybe someone needs to invest in items that boost their reflex save.

you'd eliminate one of the uses of the rouge and considering rouge is my fave class, i dont like...

I've heard of evil clerics animating corpses and having them walk ahead of them to trigger any traps that may be along. (instead of the undead walking behind as in nwn)

It's just another solution to a problem, when this happened too much in a pnp session the d.m could always balance it out. (like a trap that issues out poison gas invisible, that the undead is not affected by etc) Traps that reset quickly etc. So they have to be destroyed/disarmed.

DDO's take on this was to make the main quest not specifically need ANY class but have plenty of optional stuff that DOES. And certainly make some things easier on the main quest if you have a certain class/ability around. But never to block the quest itself based on your party class mix.

good idea!

(little sister)I second that!

Harlstar you'd eliminate one of the uses of the rouge and considering rouge is my fave class, i dont like...

its R.. O... G.. U.. E...

this misspelling is too widespread just to be a typo. Rouge is a make-up item for making cheeks (and other places) look rosy.

And on-topic: yes, there is already a way to set off traps in game, including the aforementioned little gadget (although I believe this gadget is not usable by all classes, so perhaps that's something that needs to be redressed).

Personally, I like the idea that this server has certain quests and situations where having someone with the open lock/disable trap skills is crucial to survival.

I can think of at least three quests (one very notable low level soloable quest) that almost require that the team/player have points in those skills.

That's why I think that the 'crobar' item is kinda already leaning towards the 'one-man-band' sort of characters.

NOT having items to disable traps or unlock doors makes for a more community styled server as well as more interactions with other players, even if its only for a short time.

As much as I'd have loved to have my barbarian or Paladin able to spring traps risk free, I'm going to have to vote against this suggestion.

......course you could always use a summons to do it.