OK, here is a proposal which possibly retains the surprise element of traps while not enforcing detection:
It is also possible to expand this a bit:
Please find the flaws in this proposal, or give opinions, positive or negative.
- All traps are detected only on stepping onto them, at which point they become 'active'
- Once the trap is stepped on, the player can choose either to attempt to disarm, or to step off the trap
- A failed attempt to disarm while on the trap sets it off
- Stepping off an active trap is completely safe, but the trap remains active (and visible), so the player can't now retreat over it without disarming or accepting the effects
- There is no trap detection, and no noticing before activating the trap - visible means active
It is also possible to expand this a bit:
- Some traps (which I'll call radius-1 traps) have an effect when the player is adjacent to the trap, and are activated by stepping adjacent
- To avoid an activated radius-1 trap, you have to step out of the radius
- A radius-1 trap can be disarmed on noticing, or from distance 2 if approaching when already activated
- Successful disarm of a radius-1 trap moves the player onto the trap square (or toward it if disarming from distance 2)
Please find the flaws in this proposal, or give opinions, positive or negative.
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