All right, I've been thinking way too much about this, and you guys are going to be the "beneficiaries".
Currently, the trap process works like this. The player walks along and is about to step on a trap.
Now, notice what the decisions are based on: searching skill (1), player choice (2, 9, 10), disarming skill (3, 4), trap power (currently the same for all traps) (3), armour class (well, for the only traps where this save is possible) (5) and a random roll (7) - 6 and 8 aren't choices.
What the current changes do is make 1 an automatic yes, taking searching skill out of the process and meaning the first decision belongs to the player. Some think this is a good thing, others don't; in any case, I plan to postpone that conversation and do the following:
Then we'll see where we are.
Currently, the trap process works like this. The player walks along and is about to step on a trap.
- Does the character notice the trap? If no, go to step 5; if yes, to step 2.
- Does the player choose to disarm the trap? If no, go to step 9; if yes, to step 3.
- Does the character succeed? If yes, go to step 10; if no, to step 4.
- Do they set off the trap? If no, they return to step 2; if yes, they go to step 5.
- Do they save from the effects (eg dart misses)? If yes, they go to step 10 if they've hit the trap (and therefore are on it), or return to step 2 if not; if no, they go to step 6.
- The character suffers the effects of the trap, and goes to step 7.
- There may be extra effects (like spikes in a pit) - do they save from these? If yes, they go to step 10 or return to step 2 as in step 5; if no, they got to step 8.
- The character suffers the extra effects, and again goes to step 10 or returns to step 2.
- The player must choose to retreat, avoid the trap or deliberately hit the trap and go to step 5.
- The player can continue past the trap.
Now, notice what the decisions are based on: searching skill (1), player choice (2, 9, 10), disarming skill (3, 4), trap power (currently the same for all traps) (3), armour class (well, for the only traps where this save is possible) (5) and a random roll (7) - 6 and 8 aren't choices.
What the current changes do is make 1 an automatic yes, taking searching skill out of the process and meaning the first decision belongs to the player. Some think this is a good thing, others don't; in any case, I plan to postpone that conversation and do the following:
- Make trap power variable, so that some traps are harder to disarm than others;
- Add more types of save in step 5 and 7;
- Make all traps give a meaningful choice in step 9, so no more traps in the middle of rooms (except in vaults where there is a carpet of traps);
- Add many more traps, with more variety, and with some having more steps between 4 and 9.
Then we'll see where we are.
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