Actually, I'd say there's another option.
(3) traps cannot be avoided without activities that present other risks. Making reliable trap avoidance require digging through granite could lead to real decisions as to whether the trap or monster generation is more dangerous if trap dangers, monster generation rates, and digging difficulty are suitably tweaked. This might involve the addition of a new, harder rock after stat gain.
I'd say it's also okay for traps to be relevant only to some classes. Rogues pay in combat capability relative to warriors to get utility spells and some of those utilities make traps a non-issue for them. I think that's okay in principle, though if traps become more serious it might need to be balanced perhaps through something like delayed access to teleportation magic. If mages were to lose their remaining non-spell damage options it wouldn't be out of line for them to have trap trivializing spells either. In their case it might be retaining stone to mud instead of trap destruction.
(3) traps cannot be avoided without activities that present other risks. Making reliable trap avoidance require digging through granite could lead to real decisions as to whether the trap or monster generation is more dangerous if trap dangers, monster generation rates, and digging difficulty are suitably tweaked. This might involve the addition of a new, harder rock after stat gain.
I'd say it's also okay for traps to be relevant only to some classes. Rogues pay in combat capability relative to warriors to get utility spells and some of those utilities make traps a non-issue for them. I think that's okay in principle, though if traps become more serious it might need to be balanced perhaps through something like delayed access to teleportation magic. If mages were to lose their remaining non-spell damage options it wouldn't be out of line for them to have trap trivializing spells either. In their case it might be retaining stone to mud instead of trap destruction.
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