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| =='''Trap Craft'''== | | =='''Trap Craft'''== |
| The Trap System works independently from the [[User:Deider/Unimplemented2|Trap Crafting System]] which brings a lot more features to the table. Please refer to the linked page for more information. | | The Trap System works independently from the [[User:Deider/Unimplemented2|Trap Crafting System]] which brings a lot more features to the table. Please refer to the linked page for more information. However, unfortunately, this is not yet completely implemented and is only here as a reference/future work in progress. |
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| When using the Trap Crafting Tools, you’ll see an option to “Craft Custom Trap”. Select the trap type, and strength. None of the options are hidden, so you’ll need to test to see which traps you can craft, and which ones you can’t. This part of the system works the same as the previous version, and you’ll need to identify the components you need for each trap.<br> | | When using the Trap Crafting Tools, you’ll see an option to “Craft Custom Trap”. Select the trap type, and strength. None of the options are hidden, so you’ll need to test to see which traps you can craft, and which ones you can’t. This part of the system works the same as the previous version, and you’ll need to identify the components you need for each trap.<br> |
Latest revision as of 16:54, 29 June 2023
This page contains OOC information.
Introduction
The Avlis Trap system is not just a crafting system, but also includes Setting, Retrieving, and Triggering traps as well.
Credit goes to Croton who reviewed every aspect of the trap system to alter and add features to make it better.
It is very different from the standard trap system (which still functions exactly the same) so the write up below explains how the Avlis system works.
Using Traps
Staging
Staging traps is a new feature just for custom traps. Custom traps are “set” by dropping them. Staging is an IC way of activating the On Drop script. A Trap that is not staged is dropped like any normal item. A trap that is staged will be set when dropped.
A PC needs at least 1 rank in Set traps skill to stage a trap.
Setting
“Stealthy Trap Setting” - if a PC makes a MS and Hide DC of +20 each over the set trap value, they can remain in stealth while setting a trap.
Flagging and Disarming
These are exactly the same as the standard system, except, the code does not recognize your traps as yours, so if you set the trap, you’ll want to use the Recover trap method below to retrieve it. If someone else set it, then these work the same.
Recovering
- PC Tool #5 is how PCs can recover Custom traps.
- You simply click near on or near a custom trap. It’ll find the closest visible custom trap and attempt to recover it.
- Critical failures can occur.
- PCs will auto recover their own traps.
Triggering
- PCs and party members cannot trip their own traps.
Other features
- Variable trap size and trap set speed based on how well the PC does above the Set DC.
- Bonuses Assassins and Rogue Skill Mastery for speed (1 sec bonus).
- Bonuses Rogue Skill Mastery for size 110%.
- Haste allows for faster trap setting (33% reduction in time).
- Minimum time is 3 seconds, maximum is 9 seconds. (Standard system takes 6 seconds)
- The system will not allow a PC to sequence a lot of trap in one place.
- Cleans up crazy search and Disarm DCs based on system limits of 127 maximum.
- Also avoids impossible search and disarm DCs for lower end traps by imposing a maximum DC for any particular trap Set DC...(2 times + 10 the set DC).
- PC and party will auto see the trap, but all traps are red, so they will have to remember which are theirs.
- Critical failure if set dc is missed by more than 10.
Trap Craft
The Trap System works independently from the Trap Crafting System which brings a lot more features to the table. Please refer to the linked page for more information. However, unfortunately, this is not yet completely implemented and is only here as a reference/future work in progress.
When using the Trap Crafting Tools, you’ll see an option to “Craft Custom Trap”. Select the trap type, and strength. None of the options are hidden, so you’ll need to test to see which traps you can craft, and which ones you can’t. This part of the system works the same as the previous version, and you’ll need to identify the components you need for each trap.
All custom traps have a system of value of 4gp, and none can be purchased from any vendor at all. These two things combined make this a 100% PC driven value system, supply, demand, etc. Also, There is a new factor of Trap Quality, in addition to Trap strength. Based on your Craft Trap Skill roll, including bonuses, compared to the trap's DC, you’ll have better or worse trap quality, which affect the trap's performance. So, this encourages adding Craft Trap Skill ranks even beyond the minimums needed.
Bonus & Penalty
There are 5 levels of Trap Quality which will effect set, detect and disarm.
Craft Trap Skill vs DC
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Quality
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Bonus/Penalty
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Poorly built
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-4 penalty
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Sub-standard
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-2 penalty
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Standard
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0
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Well built
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+2 bonus
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Masterful
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+4 bonus
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Bonus(es) added to Craft Trap Skill for the following:
- Rogue Skill Mastery feat +3
- Assassin prc +3
- Synergy of Set trap and Disarm trap (whichever is lower) of +1 per 5 Ranks (Max 8 ).
- Tailoring levels +1 per 2 levels (Max 8 )
Class Specific Trap EffectsAssassinsAcid Blob
Minor: |
Asn Lvl > 5 causes increase of Paralyze DC from 15 to 18 and increase Rds from 2 to 3
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Average: |
Asn Lvl > 10 causes increase of Paralyze DC from 20 to 23 and increase Rds from 3 to 4
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Strong: |
Asn Lvl > 15 causes increase of Paralyze DC from 25 to 28 and increase Rds from 4 to 5
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Deadly: |
Asn Lvl > 20 causes increase of Paralyze DC from 30 to 33 and increase Rds from 5 to 6
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Acid Splash
Minor: |
Added target every 10 Asn Lvl (lvl 10=2 targets, lvl 20=3, lvl30=4)
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Average: |
same bonus as minor
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Strong: |
same bonus as minor
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Deadly: |
same bonus as minor
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Electrical
Minor: |
DC increases 1 every 6 assassin levels (max of +5 to DC)
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Average: |
same bonus as minor
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Strong: |
same bonus as minor
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Deadly: |
same bonus as minor
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Epic: |
same bonus as minor
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Fire
Minor: |
Normal = 5 feet; >5th level assassin =7 feet
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Average: |
Normal = 7 feet; >10th level assassin =9 feet
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Strong: |
Normal = 9 feet; >15th level assassin =11 feet
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Deadly: |
Normal = 11 feet; >20th level assassin =13 feet
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Epic: |
Normal = 12 feet; >25th level assassin =14 feet
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Frost
Minor: |
+1 HD of damage every 6 Asn levels max of 5d4
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Average: |
+1 HD of damage every 5 Asn levels max of 6d4
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Strong: |
+1 HD of damage every 4 Asn levels max of 7d4
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Deadly: |
+1 HD of damage every 3 Asn levels max of 10d4
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Epic: |
+1 HD of damage every 2 Asn levels max of 15d4
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Spike
Minor: |
+1 damage per asn level (no save on this bonus damage)
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Average: |
same bonus as minor
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Strong: |
same bonus as minor
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Deadly: |
same bonus as minor
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Assassins and Bards
Sonic
Minor: |
Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 5-15 based on Asn and Brd lvl
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Average: |
Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 10-20 based on Asn and Brd lvl
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Strong: |
Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 15-25 based on Asn and Brd lvl
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Deadly: |
Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 15-30 based on Asn and Brd lvl
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Epic: |
Knockdown effect verse Discipline Check, duration 3-6 seconds, DC 15-35 based on Asn and Brd lvl
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Rangers
Tangle
Minor: |
Entangle Effect 1-6 rds (based on Ranger lvl)
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Average: |
Entangle Effect 2-8 rds (based on Ranger lvl)
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Strong: |
Entangle Effect 3-11 rds (based on Ranger lvl)
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Deadly: |
Entangle Effect 4-14 rds (based on Ranger lvl)
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Holy Warriors
Holy
Cleric level=holy level; Holy warrior level=1/2 holy level; Good & Neutral PCs & Holy warriors only
(duration based on holy level and Turn HD based on holy level).
Minor: |
+1 HD damage to first target if undead for every 5 holy levels and Turning effect of all undead within 5 feet.
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Average: |
+1 HD damage to first target if undead for every 4 holy levels and Turning effect of all undead within 10 feet.
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Strong: |
+1 HD damage to first target if undead for every 3 holy levels and Turning effect of all undead within 15 feet.
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Deadly: |
+1 HD damage to first target if undead for every 2 holy levels and Turning effect of all undead within 20 feet.
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Negative Energy
Cleric level=holy level; Holy warrior level=1/2 holy level; Evil & Neutral PCs & Holy Warriors only
(duration based on holy level and Turn HD based on holy level)
Minor: |
-1 Str Draining effect of all non-undead within 5 feet
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Average: |
-2 Str Draining effect of all non-undead within 10 feet
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Strong: |
-3 Str Draining effect of all non-undead within 15 feet
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Deadly: |
-4 Str Draining effect of all non-undead within 15 feet
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Custom Traps
Thunder and lightning Trap
Identical to the combination of the lower level Electrical and sonic traps.
Damage
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Type
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Combination
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Average
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Minor Electrical + Minor Sonic
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Strong
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Average Electrical + Average Sonic
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Deadly
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Strong Electrical + Strong Sonic
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Epic
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Deadly Electrical + Deadly Sonic.
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Thorny Tangle Trap
By using spikes on a standard Tangle trap, you can now add bite as you slow the enemy.
Effects:
Same as Tangle Trap of 1 lower strength plus:
AOE pierce damage for 3 rounds, each round is 1/2 damage of preceeding:
Damage
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Quality
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Amount
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Average
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3d4
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Strong
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6d4
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Deadly
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9d4
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Epic
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12d4
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Assassins get damage * (Asnlvl/30) bonus (so double damage for 40th lvl pc (30th lvl asn.)
Darkness Trap
A dark cloud of fine particles can both mask you and the attacker, but make it difficult to breath. If you start Coughing it can make it difficult to stay quiet.
Effects:
No Damage.
Darkness AOE:
DC or get knocked out of stealth, and suffer MS penalty (-20) due to coughing
Effect
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Quality
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Rounds
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DC
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Weak
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4
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14
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Average
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8
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20
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Strong
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12
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26
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Deadly
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16
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32
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Epic
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20
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38
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Blinding Light Trap
Triggering this Trap causes a burst of light that can blind you, and also make it hard for you to hide.
Effects:
No Damage.
Blindness on failed DC
Knocked out of stealth on failed DC
Hide Penalty = DC (1/2 if they make save).
Effect
|
Quality
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Rounds
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DC
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Weak
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4
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14
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Average
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8
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20
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Strong
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12
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26
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Deadly
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16
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32
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Epic
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20
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38
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NB: Effects are physical, not magical, (coughing is powder, light is light emmiting subtance, etc), so that is why there are no spell resistances, etc.
Known Issues:
One aspect of the system that is ... unfortunately unavoidable at this point in time is a faction issue. All Custom Traps have a merchant faction. It was the least used faction, and protects Merchant NPCs a bit too. But, because of this, any faction that is 100% aligned with the merchant faction will not trigger traps. Right now that seems to only be the Defender faction. We spent a lot of time trying to get around this but have been unable to as of yet. In the end we felt the system was too good to scrap based on this 1 issue. If it can be addressed in the future it will be.
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