EFUPW Forums

Main Forums => Suggestions => Topic started by: Conan The Conqueror on September 20, 2009, 03:34:08 PM

Title: Engineering Items - new purpose? aka Return of Craft Trap
Post by: Conan The Conqueror on September 20, 2009, 03:34:08 PM
With the addition of the EFUSS system, craft trap no longer serves a purpose in the general workings of the server. There are a number of items that still give a bonus to the craft trap skill, such as tool belts or tinkering items. While I know it's probably low on the priority list, I was suggesting that either these items to be modified to boost skills in some  other manner, or craft trap be assigned to some new purpose.

Another alternative would be to keep craft trap a part of the engineering skill rolls, just a minor part/bonus.

I would actually like to see the return of true trap making, and just create tool kits, craft items, and recipes for that purpose. That way it would be just like herbalism or alchemy, where rogues and rangers could find 'parts' and designs/schematics for trap devices.
Title:
Post by: Pup on September 20, 2009, 08:24:59 PM
I really like this idea.  Particularly the part about recipes/schematics for specific traps.
Title:
Post by: TheWastesAreFrozen on September 20, 2009, 08:25:56 PM
I'd like to see craft trap make all the rogue-type items in general. Traps, Caltrops, tanglefoot bags, improved tanglefoot bags, lock picks, crowbars...whatever
Title:
Post by: FleetingHeart on September 20, 2009, 09:24:23 PM
Crowbars would fall under blacksmithing. Tanglefoot is already craftable. Lock picks equate to blacksmithing as well.
 
And really, so should caltrops.
 
However, I would not mind seeing caltrops become more available.
Title:
Post by: lovethesuit on September 20, 2009, 10:40:46 PM
Better yet, how about the crafting of traps?
Title:
Post by: Pup on September 21, 2009, 01:29:25 AM
LTS FTW
Title:
Post by: Conan The Conqueror on September 21, 2009, 08:31:00 PM
Blacksmithing can be a part of the "Trap Making" process. Much like herbalism involves core skills and efuss.

Tool Making for example could be Craft Trap + Lore + Blacksmithing or some such. You could also make use of the other Core crafting skills, which would allow for DMs to create items that increase crafting/skill options.
Title:
Post by: Yalta on September 21, 2009, 09:34:12 PM
I was going to ask a DM exactly this as i have started playing a Gondite PC who has a large amount of spent points in Craft Trap, which were taken before the new EFUSS system and i have collected lots of items with Craft Trap bonuses.
 
I guess the questions are, is Craft Trap:
 
1. Entirely redundant,
2. Should represent something new or
3. Can it now be used to do actually make trap type  devices/items
Title:
Post by: Yalta on September 30, 2009, 06:15:22 PM
Maybe a DM could make a call on this one?
 
Nothing urgent but could be good if implemented?
Title:
Post by: FleetingHeart on September 30, 2009, 06:23:06 PM
It now represents itself. Craft trap. And, just like Craft Armor and Craft Weapon, is not currently used for anything. Nor do I have any plans of making it into something.
 
I much prefer our current system of simply going out and finding traps. It is straight forward, to the point, and doesn't require an extra burden of work to go out and find parts to assemble into traps.