First off, as a huge fan of traps from my pen and paper days, an equally huge kudos and thank you to all involved in creating, suggesting and testing this update.Irongron wrote:
From Danger Dolphin
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- Trap damage now based on d4s to reduce the spike variability (Suggestion by Joe)
- Player set trap damage now scales with the character's invested Set Trap skill points. Bonuses from items and abilities do not count.
- Traps are still not triggered by party members, but the effects can now hurt them if they are too close to an AoE
- The Set Trap skill can now used for crafting traps if it is higher than the craft trap skill (Temporary, intended to be moved eventually)
- Minor, Average and strong traps set by players have had their damage significantly increased
- If you have detected a trap, the save DC is reduced by 5
- For each 5 levels in Rogue, Assassin, Zhentarim Operative or Harper Scout, the saving throw DC on traps they set is increased by 1
- Traps now show the saving throw of the victim to the player that set the trap in the same way a spell would to a caster
- Traps now report damage and successful stunning effects to the trapper
- Player set tangle traps now entangle instead of slow (You cannot walk/run, but can take other actions)
- Holy traps damage is doubled vs undead
- Holy traps are now AoE in a 10ft radius
- Holy traps now have a reflex save attached
- Spike traps now hobble for 5 rounds on failing the reflex save, similar to a called shot: leg (-4 Dexterity, -10% Movement speed)
- Sonic traps now only stun for 2 rounds on all tiers, but leave a lingering deafen effect
- Negative traps now have a reflex save to avoid all effects
- Increased scaling for strength drain on negative traps (Suggestion by Jack Oat)
- Acid splash traps now blind for 2 rounds (Suggestion by Jack Oat)
- Acid blob traps no long paralyse, but have a lingering damage over time effect (Suggestion by Sockss)
- Trap Stacking: Characters immune to all traps for 2 seconds after stepping on one. Applies only to player set traps.
Player set trap damage now scales with the character's invested Set Trap skill points. Bonuses from items and abilities do not count.
and Minor, Average and strong traps set by players have had their damage significantly increased
Note 1 - Set Trap Damage Scaling - Scales how? It is not stated, to what degree?
My immediate concern here is from an RP perspective and a control of damage / lethality perspective.
Case 1 - A mid to high level PC Trap Setter places traps to test / train lower levels PC's. Because of his own skill point investment, does this make the d4's of damage irrelevant - and push the damage of his meekest traps towards lethality? i.e. Set Trap damage bonus cannot be turned off?
(A comparison of trap damage to class HP's by level is required I think).
Case 2 - A DM with crazy amounts of Set Trap skill points on their DM avatar "accidentally" Sets a Trap -- and wonders why the PC party just got vaporized. i.e. It is definitively a PLAYER only change? That said, has DM placement of Traps been looked over to ensure, they reflect the changes in a positive way?
Traps in the Game World:
- Have traps in the game world been changed, as yet, to reflect the new trap effectiveness?
- Is it intended that their lethality / effectiveness will change to reflect a Trap Setter with a specific skill level?
(this could be quite fun! Kobolds might have tricksy DC's and trap types reflecting the skill of the trap setter - whereas Orc trappers might be crude and more obvious. Having NPC / enemy Trapper Lieutenants and Bosses in the game world -- yes please!)
- If traps are intended to be changed in the game world will players need to report "old" traps somehow? Could new traps maybe flash a yellow text message to say they use the new game system?
Player made traps & NPC bought traps:
- Will traps in a player's possession be automatically changed to the new type?
- Will NPC trap-sellers be changed to correctly sell correct traps only?