Trap System: Difference between revisions
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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. 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.<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> | ||
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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 | 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.<br> | ||
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===Bonus & Penalty=== | ===Bonus & Penalty=== | ||
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=='''Class Specific Trap Effects'''== | =='''Class Specific Trap Effects'''== | ||
===Assassins=== | ===Assassins=== |
Latest revision as of 16:54, 29 June 2023
Systems and Tools |
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.
Bonus(es) added to Craft Trap Skill for the following:
Class Specific Trap EffectsAssassinsAcid Blob
Assassins and BardsSonic
RangersTangle
Holy Warriors
Custom TrapsThunder and lightning TrapIdentical to the combination of the lower level Electrical and sonic traps.
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