Don't make traps do proportional damage!

Started by Dirge of Karrnath, January 25, 2017, 11:56:09 PM

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Dirge of Karrnath

In response to this change: http://www.efupw.com/forums/forum/information/announcements/671666-beware-traps

I understand that it may be annoying for a DM to see characters walk through traps, but it's just silly and unfair to have traps do different damage based on the character's class or pool of HPs. It effectively denies one of the few strengths that barbarians and other warriors have over other classes.

zDark Shadowz

Wizard says to Barbarian:

"Hurry up, you'll be fine, it didn't hurt me all that much due to my wardings."

Barbarian steps on trap, nearly dies...

Barbarian and Wizard venture further, Barbarian steps on trap, is dealt half his HP of damage. Wizard follows suit, is killed instantly by the regular trap.

Rage and chaos ensues, as Wizard and Barbarian argue over why the wizard never cast Find Traps and why the Barbarian's Uncanny Dodge is useless...


Looks like plenty of entertainment ahead for irregular traps to me :) best start throwing rogues at the things like one is supposed to and avoid the casualties...

Burke

I couldn't agree more with this. I hate the idea of percentage-heath traps. HP is given out on dice-rolls.. and HP tanking traps should be a viable strategy.

Kinslayer988

<SkillFocuspwn> no property developers among men only brothers

putrid_plum

Running over traps is so damn lame.  Don't worry bro's this is only a minor spike trap HAHA!  As a rogue the most depressing thing is watching your group just run over all the traps like a bunch of fools.  In my opinion running over traps is mostly a meta-issue because you somehow 'know' this trap wont kill you.  I bet you wont see barbarians triggering a bunch of super deadly electric traps on purpose.  I haven't experienced the change since it just happened but I can't see it as a bad thing, so far.

TeufelHunden

Yeah I can't agree more...barbarians are alreasy trash tier the last thing they need is to die to traps easier too.

Gippy

This is simply SOME traps. Beware, traps are varied.

The Void That Binds

Make rogues great again.. Praise this change!

The Old Hack

I really do not see the problem unless you also make the traps super hard to detect with no reason for them being there (e.g., all of a sudden they pop up with no warning on main roads.) Traps are EfU's way of telling PCs to slow down. But if they happen to be in dangerous areas or in quests, well, then the burden is on the PCs to bring a trapspringer (not only rogues can do this, some rangers can, too) and to not overconfidently charge into the traps. And in fact, this can even be a mercy. Normally the only way to get players to respect a trap is to either make it paralyse, drain stats or do massive damage -- and the latter is very common. If a mage or other softie stumbles into a trap like that, well, dead mage. This kind of trap might at least spare the silly sod's life.

The ONE problem I see with this is the blatant abuse of PCs going, "Oh, another of these percentage trap things. Send the mage in front to trigger them, he is easiest to heal!" And even that is probably not too big a problem as the mage might well vigorously object to this idea. My characters would. o.O

(No, the fact that my characters object to EVERYTHING is not relevant here. Hush.)