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<blockquote data-quote="Thunderfoot" data-source="post: 5943890" data-attributes="member: 34175"><p>My biggest problems</p><p></p><p>Alchemist Fire, Hunting Traps and Poison.</p><p></p><p>Alchemist (Greek) Fire has always been too cheaply priced for my taste. It is highly effective and easily used for the price. Naptha (the Arabic version) was also easily used, but it's effectiveness was a lot more suspect. Maybe that's the thing I'm looking for, decreased efficacy.</p><p> </p><p>Hunting Traps - Hunting traps should be useless in a dungeon setting. Setting a trap is so much more than setting the thing out. In it's proper use is needs to be baited and camouflaged. In a dungeon, the camo is nearly impossible and if the monster isn't after the bait used, it becomes useless (well not useless, but you see my point). And a booby trap should not just be a hunting trap of a different sort, but completely rigged on site. (i.e. you can't purchase a booby trap to take with you. They should be site/situation specific. But that's a personal gripe.)</p><p></p><p>Poison has always been a bit of a "sticky wicket" for me. Where do you purchase such an item, as they would be illegal for purchase in a reputable establishment? What about contracting for the purchase of such toxins, the wrong herbalist could have the party (or at least the offending PC) arrested when they come to pick it up, by tipping off the watch (and probably pocketing not only the up front fee required but also a reward to boot.)</p><p></p><p>Not that it can't and should be used, just should be handled a little more delicately than the books have ever handled it. As to how it can be fixed, I don't know. I've been trying to figure that out for over 30 years and I still don't have the answer (outside of thieves/assassins can get it through the guild and everyone else is out of luck).</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 5943890, member: 34175"] My biggest problems Alchemist Fire, Hunting Traps and Poison. Alchemist (Greek) Fire has always been too cheaply priced for my taste. It is highly effective and easily used for the price. Naptha (the Arabic version) was also easily used, but it's effectiveness was a lot more suspect. Maybe that's the thing I'm looking for, decreased efficacy. Hunting Traps - Hunting traps should be useless in a dungeon setting. Setting a trap is so much more than setting the thing out. In it's proper use is needs to be baited and camouflaged. In a dungeon, the camo is nearly impossible and if the monster isn't after the bait used, it becomes useless (well not useless, but you see my point). And a booby trap should not just be a hunting trap of a different sort, but completely rigged on site. (i.e. you can't purchase a booby trap to take with you. They should be site/situation specific. But that's a personal gripe.) Poison has always been a bit of a "sticky wicket" for me. Where do you purchase such an item, as they would be illegal for purchase in a reputable establishment? What about contracting for the purchase of such toxins, the wrong herbalist could have the party (or at least the offending PC) arrested when they come to pick it up, by tipping off the watch (and probably pocketing not only the up front fee required but also a reward to boot.) Not that it can't and should be used, just should be handled a little more delicately than the books have ever handled it. As to how it can be fixed, I don't know. I've been trying to figure that out for over 30 years and I still don't have the answer (outside of thieves/assassins can get it through the guild and everyone else is out of luck). [/QUOTE]
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