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Cassiline
06-23-2007, 12:55 AM
There are all sorts of traps out there now. There are blade traps that deal slashing damage, spike traps that deal piercing damage, fire traps that deal fire damage, acid traps that deal acid damage... Notice a pattern? I think it'd be interesting if there were other traps. One that I'd find particularly interesting would be a dispell magic trap. People would think twice before running through that! Or how about a slow trap conveniently placed where monsters can get to. There are plenty of options that don't involve straight damage, why not try them?

joracie
06-23-2007, 09:03 AM
He he dispel magic traps would be cool. I think the air traps could be used also, Not throwing you into spikes but maybe to an alternate(and not as nice) route through a dungeon!.

Ghoste
06-23-2007, 09:10 AM
A one time pit trap: player runs over it, the door swings open and shuts. That player becomes isolated in a different part of the quest, no one can follow, and he must make his way back to the rest of the party.

Teleport trap: similar to above, but with more range and random destinations.

Shecky
06-23-2007, 09:14 AM
A one time pit trap: player runs over it, the door swings open and shuts. That player becomes isolated in a different part of the quest, no one can follow, and he must make his way back to the rest of the party.

Wizard King, sorta.

Mad_Bombardier
06-23-2007, 10:04 AM
A one time pit trap: player runs over it, the door swings open and shuts. That player becomes isolated in a different part of the quest, no one can follow, and he must make his way back to the rest of the party.

Teleport trap: similar to above, but with more range and random destinations.Or like the undead shaft in AtDQ.

Hendrik
06-23-2007, 10:26 AM
Are we sure we want to give the DEV's more interesting ways to kill us?!?

:p

Some great progress has been made in the area of traps. More can, and I'm sure will be, implemented. Grimtooth would be proud of what the DEV's have done with traps....

I like the Dispell idea. Very good one. Maybe an anti-magic field trap? Teleport trap?!? So many idea's and so little traps...

Stormanne
06-23-2007, 10:29 AM
Where's the blunt traps, the classic two wall panels that slam together in a near instance to smash you to a pancake (or waffle if there is a texture on the wall).

Stormanne
06-23-2007, 10:33 AM
And...wait for it...it almost here...

MIMICS

My roommate reminded me about Mimics. Fat juicy chest that turns out to be a monster lying in wait. Or better yet, a rest shrine...

DKerrigan
06-23-2007, 10:53 AM
Geez...you guys need to get more creative...Flesh to Stone traps anyone?:eek: :cool:

Or maybe a nice Circle of Death trap?

Symbol of Weakness? Or maybe a maximized Delayed Blast Fireball "effect" that can be disabled...cast in a hidden compartment in the ceiling/wall/floor that activates when the panel slides open, deactivate the mechanism that opens the panel type thing...

Just as long as they don't start using the CfO trap as the standard for trap DCs.

Hendrik
06-23-2007, 11:09 AM
Geez...you guys need to get more creative...Flesh to Stone traps anyone?:eek: :cool:

Or maybe a nice Circle of Death trap?

Symbol of Weakness? Or maybe a maximized Delayed Blast Fireball "effect" that can be disabled...cast in a hidden compartment in the ceiling/wall/floor that activates when the panel slides open, deactivate the mechanism that opens the panel type thing...

Just as long as they don't start using the CfO trap as the standard for trap DCs.

Damn you!

NOT 'posed to give THAT idea to the DEV's!

:mad:

Mimics;

OMG please! Kinda related note, the chest-trap in the Orc Lair (i think). That was kinda cool.

Closing Wall Trap;

Those kind of traps are the quintessential trap in DnD IMO.

MysticTheurge
06-23-2007, 11:09 AM
TRD has been really creative with traps lately.

But again, in the same fashion as new types of monsters being added, none of the original quests (or even just the older ones) benefit from that creativity.

I strongly believe that taking a small portion of time every module to revamp and randomize some of the older quests would make a big difference to a lot of people's willingness to start new characters.

MysticTheurge
06-23-2007, 11:12 AM
Oh, and on the topic of traps, they really need to find another mechanic beside the "Control Box."

Where are the pressure plates and trip wires? I'd like to see more ways for Rogues to disarm traps, besides just mucking with a box.

Hendrik
06-23-2007, 11:21 AM
TRD has been really creative with traps lately.

But again, in the same fashion as new types of monsters being added, none of the original quests (or even just the older ones) benefit from that creativity.

I strongly believe that taking a small portion of time every module to revamp and randomize some of the older quests would make a big difference to a lot of people's willingness to start new characters.

I wholeheartedly agree! TRD has really got his 'evil on' with traps. That creativity has really shown through with Gianthold. Really started to see it, IMO, with the release of Spire of Vadalius (sp?) in Delera's Graveyard. At least that is when I first remember seeing two different traps combined into one.

Sad but true. I wonder at the feasibility of 'simply' changing what was once a fire trap to an acid trap or something along those lines...

Something we all would love to see MT. Changing things up a bit in the older quests would add more playability and would even go as far as saying people might actually be edger to start new characters - I would! Come to think of it, we could actually be seeing the start of it now MT. There is a new chest in STK for example....

DKerrigan
06-23-2007, 11:43 AM
I wholeheartedly agree! TRD has really got his 'evil on' with traps. That creativity has really shown through with Gianthold. Really started to see it, IMO, with the release of Spire of Vadalius (sp?) in Delera's Graveyard. At least that is when I first remember seeing two different traps combined into one.

Sad but true. I wonder at the feasibility of 'simply' changing what was once a fire trap to an acid trap or something along those lines...

Something we all would love to see MT. Changing things up a bit in the older quests would add more playability and would even go as far as saying people might actually be edger to start new characters - I would! Come to think of it, we could actually be seeing the start of it now MT. There is a new chest in STK for example....

Is it in the 2nd part of STK, after the rivergate? I found a chest in a kinda room off to the side there that I don't remember ever seeing before Thursday night...:confused:

DKerrigan
06-23-2007, 11:48 AM
Damn you!

NOT 'posed to give THAT idea to the DEV's!

:mad:

Mimics;

OMG please! Kinda related note, the chest-trap in the Orc Lair (i think). That was kinda cool.

Closing Wall Trap;

Those kind of traps are the quintessential trap in DnD IMO.

Pfft. Do you know how insanely hard it is to get a rogue into the Gianthold pre-raid? More inconvenience traps like a FtS AoE that had a chance to statue 1/2-3/4 of the party would make rogues actually useful...besides, it's not like FtS doesn't have a save or counterspell or anything...;)

Hendrik
06-23-2007, 11:58 AM
Pfft. Do you know how insanely hard it is to get a rogue into the Gianthold pre-raid? More inconvenience traps like a FtS AoE that had a chance to statue 1/2-3/4 of the party would make rogues actually useful...besides, it's not like FtS doesn't have a save or counterspell or anything...;)

Unfortunately, I do...

:(

But think of the poor zerglings! Won't someone think of the zerglings!?!?

:cool:

Treerat
06-23-2007, 12:07 PM
Bah you are all forgetting the old standby of the wall that rotates and puts half the party into a different path. And where is the boulder that rolls down the hall squishy anyone that doesn't run fast enough (and coincidentally forcing the group into a different path)?! :mad:

Oh and how about REALLY evil traps. Traps that are linked to the control boxes so that (for example) if the person disabling the trap doesn't look for the second control box in a different location.... they (or the group waiting behind them) get hit with a different and far worse effect (mass flesh to stone & instant acid fog anyone?). Even nastier, make the "trap on the trap box" random so you never know without a good spot and/or thorough scouting if the box is safe, or if you just missed that second box. Lastly, where are the delayed traps?! Come on - nothing was more evil for a DM than a trap that didn't hit the person that tripped it (who would say "all clear") then suddenly get the rest of the party fried (or melted/ skewered/ minced/ etc) because the trap went off a few seconds later or after 2 people hit the trigger.

DKerrigan
06-23-2007, 12:38 PM
Unfortunately, I do...

:(

But think of the poor zerglings! Won't someone think of the zerglings!?!?

:cool:

Sure, I'll think of them...as I finish killing the mini-boss and they're still rolling 1s on their save...:D

Hendrik
06-23-2007, 12:59 PM
Sure, I'll think of them...as I finish killing the mini-boss and they're still rolling 1s on their save...:D

LOL

Lorien_the_First_One
06-24-2007, 09:02 AM
A one time pit trap: player runs over it, the door swings open and shuts. That player becomes isolated in a different part of the quest, no one can follow, and he must make his way back to the rest of the party.

Teleport trap: similar to above, but with more range and random destinations.

Some of my favorite D&D trap types :D

AmsterdamHeavy
06-24-2007, 09:46 AM
Is it in the 2nd part of STK, after the rivergate? I found a chest in a kinda room off to the side there that I don't remember ever seeing before Thursday night...:confused:

Off to the side at the top, before you get to the 2nd elemental. Yeah, they added that one a little while ago...round the same time they added loot to some of the "key" chests (like the Rivergate Key chest).

AvatarJeffy
06-24-2007, 10:42 AM
All these dungeons and caves.... but no falling rocks or cave-ins? No magic required, just step on an innocent looking floor tile and boom, 4 tons of rock atop your head.

drachine
06-24-2007, 12:08 PM
There are all sorts of traps out there now. There are blade traps that deal slashing damage, spike traps that deal piercing damage, fire traps that deal fire damage, acid traps that deal acid damage... Notice a pattern? I think it'd be interesting if there were other traps. One that I'd find particularly interesting would be a dispell magic trap. People would think twice before running through that! Or how about a slow trap conveniently placed where monsters can get to. There are plenty of options that don't involve straight damage, why not try them?

rocking dead is the dev and he is all over the new traps thing.

i especially like the ones with the high DCs that you can't find to disarm and the ones that can't be turned off and the high DC locks.

rocking dead there are a zillion and one trap resources out there for this game. i don't know if you have checked them out, but there are an endless number of possibilities.

i like the traps that are there, but i think there could be a lot more diabolical.

in evil temples you could:
- failure to disarm to trap causes the rogues alignment to shift to evil (i guess batman builds would be a little hesitant :)
- failure causes the rogue to change into a named demon or undead which attacks the party
- failure gates in a demon or causes the room to be moved into the home plane of the temple's inhabitants

also, the puzzle traps, riddle traps, mathematical traps, alignment specific traps, level drain traps, dispel magic traps, item destruction traps, reverse gravity or telekinetic traps, dimension door/teleport traps, and the list goes on.

also i think designing more traps that you just can't turn off. period.

drachine
06-24-2007, 12:10 PM
There are all sorts of traps out there now. There are blade traps that deal slashing damage, spike traps that deal piercing damage, fire traps that deal fire damage, acid traps that deal acid damage... Notice a pattern? I think it'd be interesting if there were other traps. One that I'd find particularly interesting would be a dispell magic trap. People would think twice before running through that! Or how about a slow trap conveniently placed where monsters can get to. There are plenty of options that don't involve straight damage, why not try them?

rocking dead is the dev and he is all over the new traps thing.

i especially like the ones with the high DCs that you can't find to disarm and the ones that can't be turned off and the high DC locks.

rocking dead there are a zillion and one trap resources out there for this game. i don't know if you have checked them out, but there are an endless number of possibilities.

i like the traps that are there, but i think there could be a lot more diabolical.

in evil temples you could:
- failure to disarm to trap causes the rogues alignment to shift to evil (i guess batman builds would be a little hesitant :)
- failure causes the rogue to change into a named demon or undead which attacks the party
- failure gates in a demon or causes the room to be moved into the home plane of the temple's inhabitants

also, the puzzle traps, riddle traps, mathematical traps, alignment specific traps, level drain traps, dispel magic traps, item destruction traps, reverse gravity or telekinetic traps, dimension door/teleport traps, and the list goes on.

also i think designing more traps that you just can't turn off. period.

Gypsy_Mouse
06-24-2007, 02:36 PM
Teleport trap: similar to above, but with more range and random destinations.

They had these types in the old Ravenloft game. I loved them!


Another one from the older games isn't so much a trap as it is a frustrating illusion.

You're running down a hallway and suddenly you're running right back the way you came. Think it might be a repulsion barrier of some sort? Nope, nothing is visible even though you've "triggered" it. You go back down the hallway, more slowly, and sure enough, you get turned around again. After a few times, you figure out that if you walk slowly backwards, it'll flip you around to continue down the hallway in the direction you wanted to go originally.

Loved those, too!!

Mad_Bombardier
06-25-2007, 09:58 AM
They had these types in the old Ravenloft game. I loved them!Strahd was a fargin sneaky bastage! :D

Klattuu
06-25-2007, 10:42 AM
The classic crushing wall trap.
Sepia snake sigil
Spell traps - Deep Sleep, Feeblemind, Exhaustion, Disintegration, etc.
Disease traps
Stairs change to slippery ramp sliding into spikes trap

Lorein_Azura_Childs
06-25-2007, 10:51 AM
Mmmm how about a room that seals off and slowly fills with acid or lava till someone is either melted or torched :).

OR

Just have an object fall from above and crush you. :).

It's swift...and painless... SPLAT! :)

Lorein_Azura_Childs
06-25-2007, 10:51 AM
A rotating shaft on two walls of a hallway or room with either blades or teeth in on the shaft.

Both walls will move in to crush the offending party member, while mashing them up.

:)

Have to find the box in a relatively short period of time or you will die :).

Could be used in long hallways for added sadistic joy on the part of dms :).

Aspenor
06-25-2007, 10:52 AM
Magical maze traps.

Upon triggering of the trap, the entire party is teleported to an extra-dimensional pocket consisting entirely of a maze infested with traps and monsters, and NO loot.

Tell me that parties wouldn't bring a good rogue to disable that trap.:eek:

Lorein_Azura_Childs
06-25-2007, 10:54 AM
Magical maze traps.

Upon triggering of the trap, the entire party is teleported to an extra-dimensional pocket consisting entirely of a maze infested with traps and monsters, and NO loot.

Tell me that parties wouldn't bring a good rogue to disable that trap.:eek:

Just fill the maze with mimics :) too and we will have REAL fun :).

Nothing like a bit of false hope to make it all the more enjoyable hehe.

Lorein_Azura_Childs
06-25-2007, 10:55 AM
I also always liked the idea of a delayed trap where the rogue goes up and disables the trap and it goes off anyways down the hall....probably shouldnt of been standing there....and takes a few party members out...

OR...

How about when players run ahead and set traps off they dont go off right away or at the point of triggering but instead back down the hall (where the group may happen to be again) or go off 5 seconds later when the rest of the group catches up to the rushing party member :).

Mad_Bombardier
06-25-2007, 11:58 AM
I also always liked the idea of a delayed trap where the rogue goes up and disables the trap and it goes off anyways down the hall....probably shouldnt of been standing there....and takes a few party members out... I love these in the Maze of Madness. Lever puller is safe, but his party hiding around the corner gets skewered! :) I'd definitely like more of the old switcheroo. Box A disables Trap B, Box B disables Trap A, etc.

But, I think the best suggestions are the magical based Slay Living trap or Break Enchantment trap.

ebt-dnd
06-25-2007, 02:27 PM
The Indiana Jone's ball of doom would be a cool one. Also, whatever happened to rooms filling up with water? Take care of those 1 or 2 folks without UA... :)

It would be nice to have some moving walls in there (maybe stick the spinny traps on them and have the wall move in on the party until the rogue disarms).

Re. having non-disarmable traps. Not really wise. Unless you really want to reduce the need for rogues even more there.

DKerrigan
06-26-2007, 10:33 AM
All these dungeons and caves.... but no falling rocks or cave-ins? No magic required, just step on an innocent looking floor tile and boom, 4 tons of rock atop your head.

Any trap that renders the quest incompletable is a bad thing.