After some thought I've decided on a different method of trap detection.
I've added a new ability, "Sense danger", which you can add for 8 skill points with Sneakiness@10. This ability just lets you detect normal, non-invisible monsters at first; but with Sneakiness@20 it will let you listen for invisible monsters as well, and @30 will (finally) add trap detection. Monsters detected by the ability will only remain visible for one turn.
(To make Sneakiness more useful I've also made it add to stealth, though not as much as the Stealth skill.)
As this ability is weakly magical, it won't work with antimagic shells or fields; it also will fail if a character is confused, afraid, or (duh) hallucinating.
I've added a new ability, "Sense danger", which you can add for 8 skill points with Sneakiness@10. This ability just lets you detect normal, non-invisible monsters at first; but with Sneakiness@20 it will let you listen for invisible monsters as well, and @30 will (finally) add trap detection. Monsters detected by the ability will only remain visible for one turn.
(To make Sneakiness more useful I've also made it add to stealth, though not as much as the Stealth skill.)
As this ability is weakly magical, it won't work with antimagic shells or fields; it also will fail if a character is confused, afraid, or (duh) hallucinating.
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