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Players who want to trap
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<blockquote data-quote="Syrsuro" data-source="post: 4489181" data-attributes="member: 58162"><p>One aspect to keep in mind is that traps can lead to the same issues as pets: They are a way to grant additional attacks/actions during the combat. </p><p> </p><p>To put it another way: Just as adding traps on the monsters side is equivalent to adding additional creatures, adding traps on the players side is equivalent to adding additional combatants on the players side.</p><p> </p><p>So, for example, a trap that the player had to take an action to trigger (maintaining strict economy of actions) would be preferable to a trap that was triggered automatically. This can be rationalized in game by requiring hidden automatic triggers to be much harder and more difficult to implement.</p><p> </p><p>Secondly, I would probably make creating a trap into a Utility Power rather than a skill usage (or a ritual). This keeps the character's power in check and inline with the other party members. </p><p> </p><p>I also might look closely at the way artifices work (for the artificer class) - that basic mechanic might work for some purposes.</p><p> </p><p>If you do come up with something that works well, I'm sure we'd all like to hear about it. I've got at one player who just created a rogue (he's been playing a wizard but wants to play something different) and knowing the player as I do I'm sure it won't be long before he wants to start laying traps as well.</p><p> </p><p>Carl</p></blockquote><p></p>
[QUOTE="Syrsuro, post: 4489181, member: 58162"] One aspect to keep in mind is that traps can lead to the same issues as pets: They are a way to grant additional attacks/actions during the combat. To put it another way: Just as adding traps on the monsters side is equivalent to adding additional creatures, adding traps on the players side is equivalent to adding additional combatants on the players side. So, for example, a trap that the player had to take an action to trigger (maintaining strict economy of actions) would be preferable to a trap that was triggered automatically. This can be rationalized in game by requiring hidden automatic triggers to be much harder and more difficult to implement. Secondly, I would probably make creating a trap into a Utility Power rather than a skill usage (or a ritual). This keeps the character's power in check and inline with the other party members. I also might look closely at the way artifices work (for the artificer class) - that basic mechanic might work for some purposes. If you do come up with something that works well, I'm sure we'd all like to hear about it. I've got at one player who just created a rogue (he's been playing a wizard but wants to play something different) and knowing the player as I do I'm sure it won't be long before he wants to start laying traps as well. Carl [/QUOTE]
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