Wrexsoul
2006-04-04 16:44:05 UTC
#13839
I am aware that a crafting system is very low priority at the moment. I am also aware that a certain sort of "'crafting" in shape of potion brewing, etc. is already in use. So that made me thinking; What about trap crafting? In my opinion the art of crafting traps is much more akin to brewing potions, scribing scrolls, and so on; a creation of something consumable, compared to the crafting of armours, weapons and other, more static craftings currently unimplemented at this point. So, what is the general consensus about this branch of craftmanship; Should it be part of the currently implemented group of creationable consumables, or be added to the pile of maybe's that is equipment crafting and its ilk?
On a related note; I know that the default Bioware trap crafting is generally viewed as something bad-to-have... However, I can't recall whether this is because it is too much of a crappy skill, or whether it's too overpowered. Which one is it? And if it's too crappy to consuder using, could it be enabled IG as a "roleplaying complement" anyway, for us who actually would benefit from a trap crafting system?
That is all.
/Wrex
-EDIT- I realized I didn't really write this as a suggestion... So basically, the actual suggestion is to implement trap crafting, as it feels more akin to potion brewing and the other already implemented "crafting methods", and as it would be a nice thing to have.
Bindragon
2006-04-04 21:09:01 UTC
#13862
I thought trap crafting was available and I regret having put skill points toward ii upon creation of my character. What a waste...unless I'm missing something obvious, I wish this ommision was more clearly defined in the newby section.
The following link should be updated then to include all skills that are nonfunctional...
https://efupw.com/efu1-forum/topic/37/377/mechanics-changes/index.html
Thilodius
2006-04-04 21:37:38 UTC
#13870
This should be verified by a DM, but craft trap has/will have a use in a special "Engineering" derived skill. So its not a waste if you accidentally put points there.
Paha Poika
2006-04-05 06:05:35 UTC
#13930
Trap craft skill has special uses in game, very useful ones. It's not waste to put points in it.
Wrexsoul
2006-04-05 07:30:35 UTC
#13949
Indeed; I'm not saying that the skill is useless, just that it would be nice to use it to actually... Well, craft traps.
Paha Poika
2006-04-05 07:58:19 UTC
#13953
Yes, it would be, truly. I can understand it. Perhaps someday.
Nimbul
2006-04-05 17:32:49 UTC
#13999
I crafted a trap the other day - it definitely works.
Nimbul
2006-04-05 17:33:05 UTC
#14000
I crafted a trap the other day - it definitely works.
Wrexsoul
2006-04-05 17:57:59 UTC
#14004
Oh, heh, that's nice to hear. I have not actually tested it IG, due to not having the materials at hand, but I've heard from a multitude of people that it was disabled, so I took their word for it. I'll try it out, then.
Fish
2006-04-05 18:35:05 UTC
#14010
Is this using bioware crafting methods?
Anonymous
2006-04-05 18:38:59 UTC
#14012
I haven't tried setting the trap yet, but I made one minor spike trap with a bag of caltrops. I clicked the anvil/crafting icon, selected "craft trap", then selecting spike trap from the list. The trap was created after a successful attempt. That's all I did.
Bindragon
2006-04-05 19:24:02 UTC
#14019
Good to hear. That's what I expected. I don't recall, however, seeing anything in the description of caltrips or any relevant trap items about how it can be used to make traps. I'll need to look again, but if it's not written, it's hard to consider buying the item in faith that it is needed for a trap when so strapped for gold and in need of so many other items to survive.
If not added in the description, maybe a "used to create xxx trap" would be nice.
Thrawn
2006-04-05 20:29:09 UTC
#14030
We actually will have to look into that. I guess i shouldn't be surprised that the bioware crafting is working, but we are hijacking the skill for engineering.
Craft trap was always a ridiculous skill based on the bioware version. Why someone can channel negative energy to kill people just by finding a knucklebone I'll never understand. Too many of the traps use magical traps built from nonmagical parts and with no enchanting ability. I suggest reading up on craft traps in PnP. Bioware's doesn't match at all, which is why we don't want their implementation.
There are things in game that use craft traps skill as a mechanical aptitude. Want to work with gnomish technology or even siege weapons? Learn craft trap.
Wrexsoul
2006-04-05 20:41:31 UTC
#14033
I tested this today, and it does indeed work as per bioware standards. But from your post Thrawn, I gather that I should rather not craft any, then, until/if you implement your own system?
Just for the record, the Bioware system uses reagents like Alchemists fire, Thunderstones, etc, to craft the corresponding trap. One of aforementioned item is required for a minor trap, three for a medium, five for a strong one (I think, unsure on the strong one as I did not have enough of the reagents for one myself at the time). The DC for a minor trap is 20, and for a medium it's 25, and no "take 20" roll is allowed, but the reagents aren't used up if you fail at the attempt. An interesting note for the DM's/builders might be that even customly named loot with the same effect (for example the "Chosen In-somethingoranother Pouch" compared to Alchemist's Fire) works as substitutes for the usual reagents. No additional cost beyond the cost for the reagents is required.
As I said, I'd love if you gave the trap crafting profession some loving and care, but if you feel you've more pressing matters on your hands, I won't weep and curse you between the tears for it, so don't sweat it. :)
Arkov
2006-04-27 08:24:46 UTC
#16717
Trap crafting was removed, along with weapon modification. An entirely different armor customization system will soon replace the standard Bioware armor crafting system.
Bindragon
2006-05-04 02:23:18 UTC
#17736
Now that the latest patch is out, any projected timeline on implementing a crafting system, particularly for creating traps? Trap engineering is a big interest for my character.
And to confirm, trap crafting (Bioware version) has been disabled completely now?
thanks.
Thrawn
2006-05-04 02:49:25 UTC
#17739
Trap priority #1 is getting resetting traps working on quests. That is very close to being fully functional.
#2 will be modifying PC set traps so that the DC's get fixed to realistic/non-griefy levels.
Then we might see about actually crafting traps. As stated earlier, Craft Trap has become Knowledge: Engineering. There probably won't be much in the way of making traps, but there are already a number of things in game where craft trap rolls are made.
Having trouble with figuring out Svirf tech? I'll give you one guess what to invest in.