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#1956 - 05/13/08 09:43 PM Traps!
Cerberus Administrator Offline
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This is a forum for trapped door ideas! Currently I am not aware of any ways to trap doors (which does not mean there are none). Please add whatever you think might be fun - keep in mind the stages at which traps can occur are:
1) pick lock
2) open door
3) walk through exit
and any time after any of these stages
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#1958 - 05/13/08 09:50 PM Re: Traps! [Re: Cerberus]
Kim Offline
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Registered: 10/11/07
Posts: 204
Loc: Europe
Dimensional door: It looks like the door leads to the next room, but you enter and meet the warp, or maybe something random unpredictable. Sometimes the warp, sometimes a random spot on the world map.

"Oh damn!" door. You enter.. And the door closes behind you, and can't be opened for 5-15 rounds, stuck! Doesn't sound so bad, but if there are 15 Dracoliches in there waiting for you, it is.

Zzap door: Well, random crit attack. Electricity, vacuum, whatever. Dull, but at least provides some annoyance.

The long handshake: The thief picks the lock, opens the door... And can't let go! Electricity jolts his body... and spreads. Like the AM spell chain lightning. Duration X rounds.

Damn hinges: Lock picked, and somebody tries to open the door.. And the door falls on them.... Quick dodge! Not so bad if it is a wood door.. A vault door is quite heavy though. Crunch.

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#1960 - 05/14/08 06:37 AM Re: Traps! [Re: Kim]
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How bout some kind of trap...not sure where it would be set, possibly if the lock gets picked...but something that could alert some kind of 'guard/pet' that would come check out the room. If it finds someone, it will try to guard the room, if its a AM or thief and they are in the shadows and the guard doesnt see them, then they will move back to wherever they were summoned from.

Or, a trap that if the lock is tampered with unsucessfully, then all other doors in the castle automatically close and lock, effectively putting the castle on lockdown. There could even be some sort of 'spirit' voice that booms out 'Beware! Intruder walks among us'....or something like that.
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#1961 - 05/14/08 06:39 AM Re: Traps! [Re: Ruck]
Ruck Offline
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Also, if someone is levitiating or flying in the room, we could have some sort of trap that guards against that as well. Like, spikes on the ceiling that only would allow people to walk noramally through the room....or...if the trap goes off in the room and the person is flying, then they are 'sucked out through a long tube-like corridor and spit out onto the overworld some random distance from the castle'
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#1965 - 05/14/08 09:31 AM Re: Traps! [Re: Ruck]
Charon Offline
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Locked spells on the locks themselves. If not inspected properly (there should always be a way to check) you could get zapped with a spell put there by a chanter.

Would be kindof like locked rune but maybe with more evil spells allowed.

If not disarmed it could have a chance to go off each picking tick.
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#1967 - 05/14/08 10:30 AM Re: Traps! [Re: Charon]
Ruck Offline
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WHile we are at it...could we make the thief skills to detect/disarm traps is looked at to make sure they are working properly. I remmeber always having an issue with these skills in some aspect....way to long to perform or even with an absurd skill level in the skill it would still fail...i have a feeling that these skills havnt been addressed in quite some time.

On that note...since we are talking about traps....what about more ways to 'remove' the traps. Possibly give another guild, say Mages, a magical means of doing it. Like, they could cast their 'disarm trap' spell...and if it fails, then it would set it off instantanesouly and for more damage or longer if it was a 'freeze' trap. Course, i dont want to take away from thiefs usefullness, but its just an idea...
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#1970 - 05/14/08 11:19 AM Re: Traps! [Re: Ruck]
Cerberus Administrator Offline
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Illusory Wall Trap - on lock being successfully picked an illusory wall springs up for a set duration, not allowing movement through the door.

Labyrinth Locks Trap - Every lock picking tick the lock gets harder and harder unless trap is resisted, then lock acts as normal

Extradimensional Doorway - Every time the door is opened it leads to a different room, then removes that room from possible exits. Automatically closes each time it is entered.

Door to the Furnace - Door that opens into the heart of a furnace instead of to another room. Clearly a painful one to open.

Illusory Hall - If not resisted, walking through this open door sends the player to an exact replica of the existing castle, minus all the contents of rooms (no pets or items). Still has doors with locks and traps.

Garguth's Ushering Manus - Some time after walking through an open door the player is pushed back into the room they came from and the door is shut (chance of relocking).
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#1971 - 05/14/08 12:41 PM Re: Traps! [Re: Cerberus]
Minstrel Offline
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Registered: 12/14/07
Posts: 90
I think "traps" that simply increase lock power (either by "Trap springs, spend longer picking" or "Trap springs, re-pick the door") should be avoided. Locks aren't currently underpowered, so simply increasing lock strengths doesn't seem very useful or imaginative.

Traps that have non-lock-picking challenges should be the idea.


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#1972 - 05/14/08 12:45 PM Re: Traps! [Re: Minstrel]
Cerberus Administrator Offline
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This forum is for ideas, critiques, and general trap-oriented banter. We're all doing the best we can to come up with innovative and interesting ideas.

Feel free to add your own non-lock-picking challenges!


Edited by Harold (05/14/08 01:01 PM)
Edit Reason: Clarification that ideas are not the same as critiques
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#1973 - 05/14/08 12:51 PM Re: Traps! [Re: Cerberus]
Minstrel Offline
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Registered: 12/14/07
Posts: 90
 Originally Posted By: Harold
This forum is for ideas. Feel free to add non-lock-picking challenges!


Cute. On chat, you said you won't listen to any criticisms not posted. I post here, and you say this thread is for ideas.

My post was an idea. My idea is that traps should be focused on non-lock-picking challenges, not increasing lock power.


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