We don't all have the time to spend 2+ hours in one dungeon.Chia wrote:I had in the past spent hours in a dungeon the size of the rat quest area, with a party that reacted to the environment in a greater degree than clicking the mouse to bypass a trap. For me, the immersion factor far more outweights the time, experience, and gold "lost" through delaying in a dungeon (or any other situation, for that matter).
traps - some suggestions and comments.
Moderators: Dasaria Game DMs, A&SI Moderators
-
kikkelipoika
- Dasarian Hero
- Posts: 664
- Joined: Sun Apr 08, 2007 4:00 pm
Insanity has been kind to me, but no longer.
-
Chia
- Dasarian Scout
- Posts: 432
- Joined: Fri Jan 12, 2007 5:43 pm
- Main Player Character: A paladin. Honest!
- Location: Anywhere, as long as it has shinies.
It does lose the nuances of its meaning when taken out of the context, doesn't it?
I never advocated the requirement of x+ hours, merely a slower pace of exploration.
Non-rogue classes can still soak in the trap damage using a selection of scrolls, potions, and items - something they should be quite readily able to afford if they rush through the areas on regular basis.
I never advocated the requirement of x+ hours, merely a slower pace of exploration.
Non-rogue classes can still soak in the trap damage using a selection of scrolls, potions, and items - something they should be quite readily able to afford if they rush through the areas on regular basis.
I am not contrary!
-
coruscadragon
- Dasarian Scout
- Posts: 356
- Joined: Tue Jan 23, 2007 6:43 am
- Location: Hawaii
i must say that i agree that the sheer number of traps is quite unrealistic. However i don't know if it needs to be changed, but less of them in certain places would make a lot more sense. seeing traps in every dungeon kinda takes the variety out of the situation... it's a little less of an immersion experience when rogues, bugbears, monks and mages all basically defend their dungeons in the exact same way.
however, there are a lot of unrealistic things about the game, like the massive loot, so it's pointless to try to make everything perfect
however, there are a lot of unrealistic things about the game, like the massive loot, so it's pointless to try to make everything perfect
.::RIP|Vass ~ Rajidahae ~ Xula ~ Fenrael ~ Kaia ~ "X" ~ Ethaniel ~ Kheerga ~ John|RIP::.
Not to mention, there needs to be at least SOME challenge in these dungeons. If all you have to do is hack away and get healed, where's the fun in that?
Traps open a whole new component to the game. If they remove most of the traps, rogues are going to have to spend a LOT of gold on components to make their own traps. And that hardly seems fair.
Also, what other means would dungeon dwellers use to defend their stronghold? Certainly there are not a lot of MOBs in the dungeons. Traps add a nice component and provide a raison d'etre for Rogue class beyond just dps.
BTW, I do not play any rogues. I am just defending their existence.If we just get rid of ALL the rogue PCs, then I would be okay with getting rid of some traps.
Traps open a whole new component to the game. If they remove most of the traps, rogues are going to have to spend a LOT of gold on components to make their own traps. And that hardly seems fair.
Also, what other means would dungeon dwellers use to defend their stronghold? Certainly there are not a lot of MOBs in the dungeons. Traps add a nice component and provide a raison d'etre for Rogue class beyond just dps.
BTW, I do not play any rogues. I am just defending their existence.If we just get rid of ALL the rogue PCs, then I would be okay with getting rid of some traps.
Last edited by Bobzim on Wed May 16, 2007 2:59 am, edited 1 time in total.
Amnon Meshullam - Elven EK and Master Craftsman | Bobzim Moorman - Human Bard | Luteus del Calochortus - Human Pirate | Dawg Faolan - Svirfneblin Cleric | Phelan Shumani - Human Druid | Joog Atu Zaban - Human EK
- Tinuvhiell
- The True Supreme Being of Dasaria
- Posts: 789
- Joined: Fri Sep 22, 2006 9:46 pm
- Contact:
- Tinuvhiell
- The True Supreme Being of Dasaria
- Posts: 789
- Joined: Fri Sep 22, 2006 9:46 pm
- Contact:
Re: traps - some suggestions and comments.
The 3.5 rules state that a player cannot take ten or twenty when failure results in the character taking damage. Wizards of the coast wanted the boys at obsidian to follow the rules.papaya taco wrote:Egh, traps. I don't know why Obsidian decided to remove taking 20 on disabling traps outside of combat.
-
Starkwold
- Dasarian World Builder
- Posts: 1035
- Joined: Fri Sep 22, 2006 4:11 am
- Location: NS, Canada
- Contact:
Re: traps - some suggestions and comments.
Hey! Been meaning to ask you. Why'd you give us a 1.00 on the Vault? I had responded on the comments sections, looking for any kind of feedback, but I guess you didn't see it.Tlantl wrote:The 3.5 rules state that a player cannot take ten or twenty when failure results in the character taking damage. Wizards of the coast wanted the boys at obsidian to follow the rules.papaya taco wrote:Egh, traps. I don't know why Obsidian decided to remove taking 20 on disabling traps outside of combat.

Builder of the Third Order and Holy Guardian of the Coveted Placeable
Yuppers Chia, I love the way you think. A wise man once said:Chia wrote: I had in the past spent hours in a dungeon the size of the rat quest area, with a party that reacted to the environment in a greater degree than clicking the mouse to bypass a trap. For me, the immersion factor far more outweights the time, experience, and gold "lost" through delaying in a dungeon (or any other situation, for that matter).
On your way from point A to point B...take your time and enjoy the ride. If you just speed through it, you never know what jewels you passed. (and I don't mean loot.
I'm not here to cause hate and discontent...its just comes with the territory