Snake Sneak
Posts: 117
Joined: Thursday, 29th January 2015, 19:52
Please enlighten me about the new trap "system".
-There are dramatically more traps in the dungeon than before
-Shadow traps were added (I actually find those a cool addition)
-The chance of detecting traps is solely based on XL with the exception of some divine abilities, TSO and Ash help detecting them iirc. Maybe one other that I forgot.
-You can not fly over them anymore
Why I think this is BAD:
-There is 0 interaction between the player and the trap. No flying over them, no disarming them, no save roll when you spring one, no setting one up yourself.
-Unless you limit your god choices to a very limited set of deities, there is also no way of detecting them. It is entirely based on XL (read: fate, or rather doom, as the case may often be).
This makes traps
-Boring, frustrating and arbitrary. There is almost no counterplay possible. Whether you spring a trap or not is up to chance.
I fail to see what this is supposed to accomplish other than randoly killing off low-level characters that stumble into a shaft and fall 3 floors.
You can add as many traps as you want, make them as lethal as you want, if the player had some way of dealing with them. Maybe tie trap detection to the stealth skill?
For starters, I think the main dungeon could use a wider variety of traps. Use some of the less lethal ones on early floors instead of only shadow/shaft/teleport, like the ones in the ossuary.
Speaking of the ossuary, you can for example draw a scorpion over a needle trap to kill it. YAY, SOMETHING INTERESTING A PLAYER CAN DO WITH A TRAP! #Hope
- For this message the author comebackshane has received thanks: 2
- mechanicalmaniac, Sandman25