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Opinions On Concept
Posted: Wed Aug 17, 2016 12:00 am
by *Gazoo
Going way into the Matrix with some of these tests and scripting ideas, but too fun to not investigate.
Is it outrageous to have a trap/events/script that turns a party member hostile to his party or sides with the mobs (depending on failing certain conditions, ofc)? Isn't PvP beloved here, hah.
Would that cause too much grief as a concept?
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Trying to get a feel for pw tolerance.
Effects in order of increasing annoyance:
1. current traps
2. special and inconvenient traps (spells, exploding/disappearing chests, teleports, see invis, etc.)
3. very dangerous traps (big damage, pits, climbing, moving walls, caging, sentinels, spell failure/antimagic)
4. Death and pandemonium type.
The top example falls under category 4, really.
Just for my own feel. No staff have actually approved or suggested any of this. Don't panic; it's just my curiosity as all these are potentially feasible, and based on whatever skill/stat or combo (not specific to only rogues).
Opinions On Concept
Posted: Wed Aug 17, 2016 12:00 am
by *rapsam2003
In Brux, there's monsters that confuse party members. One of the effects of confusion is possibly attacking your party members, of course. So, the trap could just cause confusion - which, iirc, is dispellable.
Opinions On Concept
Posted: Wed Aug 17, 2016 12:00 am
by *Gazoo
Confusion would fall under number 2 as incovenient and spell. Probably realistically under #1 with all the pfe and mind protection, too.
I would think of #4 as mental domination via possession or some such, after quite a few wrong moves or skill/stat/save DC fails or whatnot. Similar in danger to a BG-style trap of fail=death.
Accumulating symptoms due to multiple triggers is possible (basically tracking the fails).
Opinions On Concept
Posted: Wed Aug 17, 2016 12:00 am
by *rapsam2003
Gazoo,Aug 17 2016 wrote: I would think of #4 as mental domination via possession or some such, after quite a few wrong moves or skill/stat/save DC fails or whatnot. Similar in danger to a BG-style trap of fail=death.
This may be too much, honestly. I mean, it's a round or 2, no biggy, most likely. But if it's longer than that AND undispellable? Yeah, good luck with the complaints.
Opinions On Concept
Posted: Wed Aug 17, 2016 12:00 am
by *Mr_Otyugh
Succeed or die traps should probably be avoided. They sound too much of a luck based game. Unless it's like say... "persistently" stuck to 75% of hit points on first, then 50%, next 25% and fourth fail taking you to 0. Severe debuff without explicitly dying, btu something you definitely want to avoid.
Opinions On Concept
Posted: Wed Aug 17, 2016 12:00 am
by *Plaxy100
Things I hate most are losing controll of character, and being petrified. Expecially when such conditions persist after mobs have been killed. And yes Fear effect that last for minutes makes me want to throw my comp out the window so think on such things carefully expecially duration. Its not the fact my character ran a way its the fact that even after obtaining safe distance from sourse i still cant do any thing after for like 5 minutes just standing doing nothing just because a 1 despite having 50 will......
Though it might be hilarious at least once to have a trap cast Entropic Husk on half the party.
Opinions On Concept
Posted: Wed Aug 17, 2016 12:00 am
by *Mr_Otyugh
Yeah, I think losing control is really annoying as well. Fear would be better as "you get bunch of vulnerabilities, now you don't want to stay close, for realsies"
Opinions On Concept
Posted: Wed Aug 17, 2016 12:00 am
by *zethrenx99
What about a drown spell trap? RP wise it would mean that the section of dungeon the party is in gets flooded for several rounds. I think on this note that maybe finagling with water breathing/drowning and maybe some underwater type caves and dungeons and maybe even elemental plane of water could be neat. . . . but i'm sure it would be a giant pain in the butt to remodify all those to creatures that should have water breathing like water genasi and bronze dragons XD
Drown isn't an insta-kill and does % based dmg so it might be more fitting then insta-death traps?
[EDIT]: I would like to see some of these more dangerous traps though for them rogues and trap disarmers ^^,
Opinions On Concept
Posted: Thu Aug 18, 2016 12:00 am
by *rapsam2003
Mr_Otyugh,Aug 17 2016 wrote: Succeed or die traps should probably be avoided. They sound too much of a luck based game.
Even in PnP, succeed or die traps are generally avoided. And if that's truly a thing in the adventure, then your DM is an a-hole if they let the trap actually kill your character*. D&D isn't Dark Souls, where you expect to die on the regular. The point is to generate RP, after all.
*
By contrast, if a trap that "should kill you on fail" (according to the adventure manual) starts a sub-quest to repair something that causes vulnerabilities and generates further RP, then your DM is to be commended.
Opinions On Concept
Posted: Thu Aug 18, 2016 12:00 am
by *Ceremorph
rapsam2003,Aug 17 2016 wrote: Even in PnP, succeed or die traps are generally avoided.
Ahem.
