- Checking for SMART leaves all the non-smart monsters as trap fodder: Using a Rod of Trap detection, the player can easily turn all the traps on the level against the monsters ... I witnessed a drove of centipedes get trapped by a gas trap in the middle of a Barrows Downs room ... they got confused again and again and only managed to leave the trap area after a long time by chance, if at all.
Therefore, a non-smart or animal monster should have a %-chance to (try to) leave the trap area out of instinct, if possible. This may mean, though, that they get seperated from the player and become easy prey for ranged attacks.
- Obviously, 100% secure trap detection, as it provided atm. by scrolls, rods and spells does not work well with monster-enabled area traps. Therefore, the detection radius should be reduced, or there should be a chance (maybe depending on distance/trap type) that the trap goes undetected. Remember that "searching" is pretty much restricted in range, and does never give 100% results - and normally is pretty much obsolete as soon as there's enough gold/XP available to use on of the other options.
As a side effect, therefore, making the magicals detections more rare/unreliable, or much more expensive, an otherwise seldomly used game mechanic would become more useful again, what IMHO would be a good thing.
As a side effect, therefore, making the magicals detections more rare/unreliable, or much more expensive, an otherwise seldomly used game mechanic would become more useful again, what IMHO would be a good thing.
What I've actually done is create non-detectable rooms, usually vaults, deeper in the dungeon which completely block detection magic. These are intended to provide the challenge relying on searching - while making it an optional choice, rather than a mandatory one.
Andrew
Down with Morgoth!

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