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WilhelmKingspeak

"Wouldn't it be cool if trapsmithing didn't suck"

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Here are the current rules:

 

Trapsmith :At times, players may wish to secure their belongings or property with a lock – or more! Canny players know that while locks only keep honest people out, traps make sure everyone stays out – or else!

 

Kingdoms of Novitas has several types of traps: Alarm Traps, Magic Traps, and Alchemy Traps (usually poison). They are similar in construction, but vary in their effects. NOTE: Throughout this section, the rules refer to a single step mechanism. This means a single tripwire, button, lever, or other mechanism that must be bypassed to disarm a trap. Each single-step mechanism is a single application of trap making skills, and must be paid for separately.

Be advised that the Heroic Safety rule does not apply to traps. If you discharge your own trap while arming or disarming it, or spring it yourself by any method, you receive the harmful effects of the spell yourself, the trap is spent, and you must pay again to re-arm it.

 

Traps can be bought and sold, but only a player with the Trapsmith skill may set the trap or disarm it. Unskilled players will automatically trigger the trap.

A character with the Trapsmith skill has the ability to work with locks and traps. At first level, character receives the ability to pick locks, and to disarm and set traps. They also gain the ability to use Craft Points to create traps and locks. They may only spend up to 4 Craft Points per Trapsmith level on a single item, regardless of how many Craft Points they have. It also costs 2 copper pieces for each Craft Point spent to create the item.

The chart in the next column shows the range of items and the craft point cost.

 

* Generic magic trap tag * 1 craft point

* Generic poison trap tag + 1 craft point

* Alarm Trap 4 craft points

* Lock 4 craft points

* 4 point generic magic damage * 6 craft points

* 4 point generic poison trap + 6 craft points

* Level 1 Alchemy Trap + 8 craft points

* Level 1 Magic Trap * 8 craft points

* Level 2 Alchemy Trap + 12 craft points

* Level 2 Magic Trap * 12 craft points

* Level 3 Alchemy Trap + 16 craft points

* Level 3 Magic Trap * 16 craft points

* Level 4 Alchemy Trap + 20 craft points

* Level 4 Magic Trap * 20 craft points

* Level 5 Alchemy Trap + 24 craft points

* Level 5 Magic Trap * 24 craft points

 

 

* Must have Read Magic

+ Must have Herbalism

 

It must noted here that like the other Craft skills, players are responsible for providing their own props for these items. Players who wish to craft traps are responsible to supply the traps they are bringing in-game. While Game Masters will not provide traps or materials to players, they will assist new Trapsmiths with instruction in construction and deployment of their creations.

 

All traps crafted by players must be checked in at Logistics upon sign in, just like any other crafted item. At this time the crafter (or other player) is responsible to demonstrate that the trap can be disarmed using standard Novitas-style tools. Traps that cannot be disarmed will not be allowed into play. If the trap is legal, the trap will be assigned a number and entered into the item log. Traps without numbers are not lootable items, and cannot be used by players. They are only to be used by game masters for plots and encounters.

 

Traps other than Alarm traps have but a single charge, and are removed from play after they are sprung once. To be armed the trap must have a trap tag affixed to it. This tag is to be torn up when the trap is sprung. Trapsmiths may affix a trap tag to an appropriate trap and reset it. A trap cannot be set without a trap tag attached, unless it is an Alarm Trap.

Trapsmiths can create trap tags for generic magic and poison traps, and can convert alchemical items and scrolls into the appropriate trap tag for free at sign in along with any other production. A Trapsmith may only convert a scroll or amalgam of his trapsmithing level or lower into a trap tag. These tags allow the player to re-arm his trap again after it is sprung. A player could do so once for each legal tag he received at sign-in.

 

Labeling Traps

Traps must have a trap tag attached with it's effects clearly labeled, and the responsibility to place the tag belongs to the player setting the trap, not to the Game Masters or Logistics officials. Common places to label a trap are inside the lid of a box, or on a tag attached to the buzzer of a trap.

In the absence of such a label Game Masters and players are free to assume that the trap is an Alarm trap with no other effects, but players should make an honest effort to find a tag before assuming this. In no event should a trap label take longer than thirty seconds to locate, and it is permissible to call a Game Hold while conducting a quick search for a label. If after a reasonably thorough search no tag is located, the trap can be ignored.

The following is a description of the various types of Traps at Kingdoms of Novitas.

 

Alarm Traps

An Alarm trap is a single step mechanism that does nothing when triggered but make a noise. They are commonly constructed of buzzers, bells, horns or similar devices, and can incorporate a tripwire, lever, button, or anything else approved by a Game Master or Logistics official. Alarm traps never cause damage, and can be freely re-armed after they go off.

 

Magic Traps

A Magic Trap is a single step mechanism that has been charged with magical energy. These can have a variety of spell effects, and no amount of rationalization will avoid these effects. A player cannot, for example, open a box with a stick to avoid the damage, or even hide behind a wall while opening a door with a rope. The effect is magic, and it magically overcomes any obstacles to instantly strike the target. Obviously, a character protected by magical protections, such as Anti-magic Aura or an immunity spell may apply those protections as appropriate after reading the trap tag.

 

Magic Traps have one charge, and must be re-armed with a fresh trap tag them once sprung. It is not necessary to re-deploy the actual mechanism, only to replace the tag with another valid one.

 

While there is a generic Magic Trap that deals four points of magic damage to the target’s torso, trapsmiths can create Magic Traps with other, more powerful spells. By spending additional Craft points and coin (based on the trapsmith crafting table), players can create a Magic Trap designed to deliver any spell except for those that target items. The spell that can be put into a trap is chosen when the trap is created, and cannot be changed. It can only be armed with a matching trap tag. The trapsmith does not have to know the spell chosen, but requires a scroll to create a trap tag or he will not be able to arm it. Magic Traps may NOT be charged with rituals of any kind, nor the following spells:

 

* Spellstore

* Elemental Weapon

* Magic Lock

* Enhance Armor

* Enchant Shield

* Silvershine

* Enchant Weapon

* Ablative Armor

* Sanctify

* Unhallow

* Wraithbane

 

 

In addition, the following spells are difficult to adjudicate when used with Magic Traps, and their use should be carefully evaluated before use:

 

* Disengage

* Charm

* Dominate

 

 

 

For example, a trapsmith wishing to create a Magic trap that casts Maelstrom at its target would need 20 Craft points and 40 copper, and be able to Read Magic. They would also have to have a trap tag made from a scroll of Maelstrom if they wish to arm the trap.

 

Only one effect may be discharged from each single-step mechanism in a trap. If you desire a trap that has multiple effects, you must either build the trap with multiple single-step mechanisms, or build two traps.

 

Alchemical Traps

Players skilled in the use and manufacture of Alchemical compounds may wish to charge their traps with their own handiworks. A generic Poison Damage trap is a single-step mechanism that does four points of poison damage to the torso of whoever springs it.

This damage follows the normal rules for poisons, and if it causes Body damage or wounds the player must be treated with an antidote or Purify Spirit spell before receiving healing. No amount of rationalization will avoid this damage. A player cannot, for example, open a box with a stick to avoid the damage, or even hide behind a wall while opening a door with a rope. The damage is magically delivered, and it magically overcomes any obstacles to instantly strike the target.

 

Alchemical traps have one charge, and must be re-armed with a fresh trap tag them once sprung. It is not necessary to re-deploy the actual mechanism, only to replace the tag with another valid one.

 

While there is a generic Poison Trap that deals four points of poison damage to the target’s torso, players who make or acquire more powerful compounds may wish to charge their traps with those. By spending additional Craft points and copper (based on the trapsmith crafting table), players can create traps designed to deliver any Alchemy amalgam except for those that target items or require special props or foci. The compound that can be put into a trap is chosen when the trap is created, and cannot be changed. It can only be armed with a matching trap tag.

 

A trap can be designed to deliver any alchemical compound with the following EXCEPTIONS:

 

* Any items

* Any permanent items

* Any blade/weapon poisons

* Any compounds that are only applied to items

* Grounding Wire

* Transmutation

* Weaponstones

 

 

For example, a player wishing to craft a trap that afflicts its victim with a Hand of Death would need to spend 12 Craft points and 24 copper, and have the Herbalism skill. They also need a trap tag made from a Hand of Death if they wish to charge the trap.

 

Only one effect may be discharged from each single-step mechanism in a trap. If you desire a trap that has multiple effects, you must either build the trap with multiple single-step mechanisms, or build two traps.

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I like the general cost of traps and what they can do. It is the mechanisms and how they are set up that I am unhappy with.

 

Things I would like to see added:

The trap effect should have a separate cost then the single-step mechanism. And each effect to have its own buzzer. Lets see why; compare 2 traps both 24 craft points. One is a single step chest trap with maelstrom; the other has four single step mechanism with generic magic damage lining the lid of the chest, all the switches are connected so that if any are released it causes a single buzzer to go off. There is no way for the player to know if they are holding down one switch successfully to find out if they should take 12 or 16. Also the level of difficulty to disarm is very different. (And how you would disarm it is 2 heavy index cards or sheet metal on each set of traps on each side.)

 

As for craft point cost I would simply drop all by 2 and add Single-step mechanism for 2pts. Basically not changing anything but causing the traps to have degrees of difficult.

 

I would also like to add Kill switches. A mechanism that can disarm a trap without danger to the user. This would make sense, Why would a king want to hire a thief to get to his money? This could be a hidden switch on the outside of the box, or a key mechanism. In reality it would be a switch that is closed that would be depressed to cause the switch to turn off. I would make this 4 craft point per kill switch.

 

 

Things I would get rid of:

 

Only one effect may be discharged from each single-step mechanism in a trap. If you desire a trap that has multiple effects, you must either build the trap with multiple single-step mechanisms, or build two traps.

This contradicts what I have on what I would like to see added. It will not allow for a powerful simple trap.

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I'd like to see an external kill switch reduce the overall cost of the trap.

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True that, It does carry alot of liability

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Sure. You can hide it (I once made a trap with a pinhole that lead to thekill switch and hid it behind something else) but if it's found, there's essentially no danger to opening it, AND the owner doesn't even know he's been robbed since the trap's not expended.

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Paying for effect (the spell or alchemy part) and paying for mechanisms (switches) separately has always made more sense. That way when you re-arm the trap you are not paying for all the mechanisms again.

 

I prefer that one system (no matter how many mechanism it has) have only a single effect. It keeps it simple for the people who are disarming the traps to know what they have prevented and what they failed to prevent.

 

A box that has two traps (systems) should have each trap labeled individually. If the trapsmith disarms Trap A and not Trap B, they take Trap B's effect.

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If you craft, say, a level 3 alchemy trap... can you put Hand of Death on it one day, and the next day put a Vial of Acid on it?

 

If not, I think it'd be cool to allow the trap to contain a certain "slot" of a category (alchemy or magic) and then be able to apply something different to it each time you 'recharge' it (at a reduced cost rather than making a whole new trap).

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Seeing that you use up a comsumable I dont see the problem with that

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Which of your characters is Trapsmithing by the way?

 

It seems to trapsmith you need to invest a lot of XP into production points, alchemy/herbalism, the Trapsmithing skill itself, as well as manage to pay guild fees. It seems that unless your level is quite high, to get any of this you'd have to start out with this in mind for your character pretty early and not have much left in the way for other skills.

 

To anyone experienced -how much of a demand is there actually for traps?

 

Do they see much use if any in the field? That is to say- could a trap smith ever venture into the field (probably with escort) to set up perimiter defenses or as part of a team to quickly set up a trap through which other members might herd enemies into? (Sort of like you have a scout, sniper, a demo man, -a trap smith/master)

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Trapsmiths can make and disarm locks. That alone makes them stinkin awesome in my eyes. :D

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It's more of a high level thing to protect your mad lootz

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Which of your characters is Trapsmithing by the way?

 

It seems to trapsmith you need to invest a lot of XP into production points, alchemy/herbalism, the Trapsmithing skill itself, as well as manage to pay guild fees. It seems that unless your level is quite high, to get any of this you'd have to start out with this in mind for your character pretty early and not have much left in the way for other skills.

 

To anyone experienced -how much of a demand is there actually for traps?

 

Do they see much use if any in the field? That is to say- could a trap smith ever venture into the field (probably with escort) to set up perimiter defenses or as part of a team to quickly set up a trap through which other members might herd enemies into? (Sort of like you have a scout, sniper, a demo man, -a trap smith/master)

 

Keep in mind: enemies aren't going to be "aggro'd" to you. From the Boffer practices you've attended you should know that this isn't a video game, where enemies mindlessly follow you. Your enemy has a mind and they are going to use it. Kevin and Zach have both shared their knowledge with us and what I gather from them, allot of your encounters are going to most likely be surprise attacks where you barely have enough to pull out your weapon let alone set up traps.

 

Forcing someone or a group of people to move where you want them is allot harder than you may be imagining it is.

 

I'm not saying that traps can't be used in an intelligent and tactical manner. And I could be wrong, but I wouldn't bet the farm on being able to run about and just throw traps around and expect enemies, be they NPC or PC, to just be herded into them like cows at the slaughter house.

 

That's just my speculation though, I haven't attended a game yet.

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basically what you just said is true. if by some chance you do have enough time to setup a trap and if you somehow manage to convince pcs to be bait and lure said npcs to the trap you run a great risk of having the pcs set off the trap accidently or having some well aimed (or lucky shot) tag bag trip the trap prematurely. i can tell ya i for one would not do something like that. but thats just my opinion.

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Tag bag tripping traps = suck. Happened my first full game when we came back to a trapped cabin (Steve, you were there. I'm sure you remember the stinkin 'mad bomber'.). I'm not sure how traps are effectively used by PC's, but I think that this is something that's going to be explored by those who have trapsmithing now that the rules are a bit more "unfucked". I'm personally excited to see how people use this skill. :D

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Traps serve a different purpose, in my opinion, than combat tools on the battlefield.

 

Here are some uses I thought might better depict how traps could be useful:

 

- Trap yourself! (seriously) What's 16 magic damage to the chest going to do to you when you've already been mortally wounded? Nothing, that's what. But what it WILL do is ensure your loot-happy foe wont make it away to safety. Or perhaps you trap yourself with grounding (to prevent final rest) or dissipate and pull a 'rip cord' when the time is right. Now you suddenly have a NO INCANT spell at your fingertips.

 

- Guard your cabins. A more successful use of a trap, in my opinion, is to stop thieves at your doorstep. (just be sure to warn anyone who resides within the cabin that they had best not open the door for a while).

 

- Protect your boxes of consumables. We dont want to carry around 100 levels of potions or scrolls in our pockets when we travel (at least I don't). Magic lock is great, but sometimes we need a better deterrant.

 

- Annoy people? :D Memory loss somehow placed on the last page of a book (maybe use a mechanism like the ones used in talking greeting cards?). Or... place a pressure switch beneath someone's posessions so when they lift their cloak or pick up their mug an anesthesia or mana burn goes off? *shrug*

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- Annoy people? :D Memory loss somehow placed on the last page of a book (maybe use a mechanism like the ones used in talking greeting cards?). Or... place a pressure switch beneath someone's posessions so when they lift their cloak or pick up their mug an anesthesia or mana burn goes off? *shrug*

 

*writes down*

 

I will definitely keep those ideas in mind when thinking of mischief to make while playing my faekin.

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- Guard your cabins. A more successful use of a trap, in my opinion, is to stop thieves at your doorstep. (just be sure to warn anyone who resides within the cabin that they had best not open the door for a while).

 

- Protect your boxes of consumables. We dont want to carry around 100 levels of potions or scrolls in our pockets when we travel (at least I don't). Magic lock is great, but sometimes we need a better deterrant.

 

 

 

These are by far the most useful for the PC's, if you want to protect your cabin - the sound of an alarm trap will surly attract adventurers from all over town to investigate.

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Stay on topic please. If you have general qestions about Traps, this isn't the thread for it. make another one somewhere else; this thread is for discussion of potential changes to teh existing mechanics.

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In general, I'd note that unlike Ornamenting or Weaponsmithing, which makes permanent items, Trap effects need to be rebought each event. I'd suggest that this make trapsmithing CHEAPER, in terms of coins and production points, than Ornamenting or Weaponsmithing. This would allow more traps, better traps, per game and create both a fear of and demand for, traps in KoN.

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In general, I'd note that unlike Ornamenting or Weaponsmithing, which makes permanent items, Trap effects need to be rebought each event. I'd suggest that this make trapsmithing CHEAPER, in terms of coins and production points, than Ornamenting or Weaponsmithing. This would allow more traps, better traps, per game and create both a fear of and demand for, traps in KoN.

 

Might I suggest the physical objects be permanent items, but the charges require the use of a consumable to apply it.

 

I think that'd be fair in comparison to Ornamenting and Weaponsmithing. The physical trap is made with craft points and a certain capacity in which it can hold consumables, and the "recharging" is merely disposing of a consumable to reset it (or powerpoints if you can cast the spell), but it can only be done the number of charges per gameday as the item will allow.

 

Also, much like how Ornamenting requires a scroll to imbue magic on an item, perhaps Trapsmithing ONLY allows you to expend potions, alchemy vials, or powerpoints (if you know how to cast the spell).

 

Just a thought. IMO, having to 're-create' the entire trap each time you use it is what makes trapsmithing kind of lame. As it is, going with 'using consumables to recharge an existing trap' (instead of paying for a new trap with craft points) is still slightly less useful than having a magic item just be able to cast it 1/gd...forever. Anyone else agree?

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In general, I'd note that unlike Ornamenting or Weaponsmithing, which makes permanent items, Trap effects need to be rebought each event. I'd suggest that this make trapsmithing CHEAPER, in terms of coins and production points, than Ornamenting or Weaponsmithing. This would allow more traps, better traps, per game and create both a fear of and demand for, traps in KoN.

 

Might I suggest the physical objects be permanent items, but the charges require the use of a consumable to apply it.

 

I think that'd be fair in comparison to Ornamenting and Weaponsmithing. The physical trap is made with craft points and a certain capacity in which it can hold consumables, and the "recharging" is merely disposing of a consumable to reset it (or powerpoints if you can cast the spell), but it can only be done the number of charges per gameday as the item will allow.

 

Also, much like how Ornamenting requires a scroll to imbue magic on an item, perhaps Trapsmithing ONLY allows you to expend potions, alchemy vials, or powerpoints (if you know how to cast the spell).

 

Just a thought. IMO, having to 're-create' the entire trap each time you use it is what makes trapsmithing kind of lame. As it is, going with 'using consumables to recharge an existing trap' (instead of paying for a new trap with craft points) is still slightly less useful than having a magic item just be able to cast it 1/gd...forever. Anyone else agree?

 

Wow, you guys both just wished that the traps worked like the way they actually work. Traps only cost 2 coin per craft point, much cheaper than ornaments or weapons. The devices are permanent, they just need to be charged with a trap slip that a trapsmith can create for free from a scroll or alchemy item.

 

Is this unclear from the write-up in the errata?

 

Also, the reason that they were designed to use consumables is so that they were not just another type of slotless magic item. This system was intended to give them their own uses and flavor, separate from the other craft skills.

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Wow, you guys both just wished that the traps worked like the way they actually work. Traps only cost 2 coin per craft point, much cheaper than ornaments or weapons. The devices are permanent, they just need to be charged with a trap slip that a trapsmith can create for free from a scroll or alchemy item.

 

Is this unclear from the write-up in the errata?

 

Also, the reason that they were designed to use consumables is so that they were not just another type of slotless magic item. This system was intended to give them their own uses and flavor, separate from the other craft skills.

 

Oops, my mistake. I was under the impression each trap required you to remake it when it's sprung. I must have read over those lines in the errata :)

 

Glad it works that way!

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