Rather than outright removal, detect traps/doors could just become a duration perception enhancer.
With ranged detection, the max range should probably be when your detection ability runs out of steam rather than a fixed amount. Although I suppose you might just assume for convenience that the player wont have *that* much light- I assume blindness et al already ruins your searching?
I think if finding traps the hard way becomes the norm, something will need to be tweaked wrt trapdoors though...
Oh, and one other point on 'intelligent' placement: while we tend to be setting the enemies to be immune to traps, it might still be more sensible looking to put traps in places where there are (inconvenient) paths around the traps. It would be more realistic not to want to have to dodge your own traps, right?
Better yet, if you could tweak the AI to slow down or go around trapped squares- just for that time you see the orc mob flow around that one tile and go "Wait a minute..."
Traps. Avoidance, detection, meaning.
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I think removing trap detection is a good idea. LoS trap detection up to 4 paces away? With chances as x, x/2, x/3 and x/4 where x is search% to spot? Make default "move into known trap" an avoidance move with dex based success, and disarm is only command based. Class and level + int + wis for search% if it isn't already (wisdom usually contains intuition in many games, and acts for spot checks etc.). That trap placement non-randomness is good idea too.
Removing trap det spells would definitely streamline the gameplay, and also brings forth a new element into the game: traps. Yeah, I know, sounds stupid, but really traps at the moment are pretty much only inconvenience of tedium ... =PLeave a comment:
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Traps. Avoidance, detection, meaning.
Hello.
There was a trap discussion recently, but it was in not in it's own thread. So I opened a new one.
My feelings about traps are that they should be avoidable without detection given right stats like very high DEX combined with perception, avoidable with detection without needing to go around them with greater success and disarm-able only with detection (obviously).
Trap placement should be somewhat "intelligent", so that you won't get traps anywhere, but are more likely to find them in some spots of the dungeon (like room entrance), corridor crossroads and so on.
Then we should remove the trap detection as spell and make char notice traps in distance if he makes a detection roll (a bit like dwarf sensing treasure, but only for LoS).Tags: None
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