Tactically interesting obstacles
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Effect: Has a chance to destroy traps (technically, their components), doors, rubble, and objects/treasure in the affected area. Essentially anything that isn't a creature (or held by such) and isn't the wall/floor.
Eh ... trying to go for a "some good, some bad" risky sacrifice sort of deal that you can't just spam all the time with reckless abandon, but I don't think it's working.
Also: +1 to rogues being the trapmasters - not mages!Comment
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Maybe split it down so different classes have spells to deal with different subsets of traps? Mages could get an area effect spell that destroys magical traps (teleport and summoning) but won't affect mechanical ones; green book classes could have a levitation spell that allows them to pass over pits and trapdoors without falling through; and maybe Rangers could have one that gives them temporary immunity to darts and gas traps. There could be a more general trap-removing spell that Rogues would get fairly early and pure casters in the late game.
Other ideas to replace the simple trap destruction/disarm spell:
- Spell that polymorphs a trap into another type of trap
- Spell that replaces the trap with rubble/granite
- "Explode trap" spell that removes traps but wakes nearby monsters too
- Area effect/beam trap destruction that destroys objects too
- Spell that relocates the trap to a random nearby square
- Trap destruction has a chance of triggering an earthquake
- One-time 'freeze trap' spell that lets you pass unharmed once, but will have to be cast again to move back through the same square
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Some interesting ideas there, folks. We could also have a spell that specifically disrupts complex mechanisms like turrets, but leaves simple ones like crushers or tripwires alone.Comment
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I agree. I didn't mean that mages get to bypass the trap system completely.
The toolkit you mentioned could include:
* a buff spell for perception that costs SP to maintain (if traps are common enough)
* a buff spell that detects magic residue (doubles as item detection and magic monster detection?)
* a jam complex mechanisms spell that increases in effectiveness with INT and clvl
* a protection from projectiles spell that initially stops dart traps, but eventually scales to block arrows (damage blocked = clvl? Greater damage passes through)
I'd hope that, as Nick mentioned, by the endgame a mage would almost be able to ignore traps. Mundane traps at least.Comment
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I should also mention that while we're removing boring lack of information, the following should happen to doors:- No more door detection
- Doors appear as walls on magic mapping
- Doors are identified as such as soon as they're in LOS
Possibly both traps and doors are shown by Clairvoyance or !Enlightenment, or else it's just all LOS, all the time. Stair detection also goes, but stairs are shown by magic mapping.
If anyone mentions the Doors of Durin, I say "Was Gandalf having any fun?"One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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No magical detection of doors. No magical dealing with traps. Seems there's a large anti-red-book sentiment hereabouts. As was mentioned before, don't forget the mage-bargain. They are super weak and in return they are given magical mastery of the dungeon. Mages are already inferior to rogues vs. traps. Mages have to m-b-c every single step through long trapped corridors of a vault, having to make a tradeoff vs. spending a turn attacking/dealing with a monster, while rogues (at least once they reach 100% disarming) just wade through traps like they're not there.Comment
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No magical detection of doors. No magical dealing with traps. Seems there's a large anti-red-book sentiment hereabouts. As was mentioned before, don't forget the mage-bargain. They are super weak and in return they are given magical mastery of the dungeon. Mages are already inferior to rogues vs. traps. Mages have to m-b-c every single step through long trapped corridors of a vault, having to make a tradeoff vs. spending a turn attacking/dealing with a monster, while rogues (at least once they reach 100% disarming) just wade through traps like they're not there.
Mages are in no way forced to disarm traps while monsters are in LoS. What are you talking about?Comment
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Nobody's forced to "not step on a trap." The claim was made that mages are equal to rogues in terms of traps, I was pointing out that they must spend (small cost, to be sure) mana on disarming them (actually my point may be slightly less valid if the rogue still must spend a turn disarming, I realized). So the rogue at 100% disarming is already in a (slightly) superior position than mages WRT traps.Comment
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