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Old October 5, 2010, 09:18   #19
Pete Mack
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Join Date: Apr 2007
Location: Seattle, WA
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Traps should be obstructions--you should be able to detect them, but you should have to work to avoid them. In particular, traps that affect architecture (pits and trap doors) should not be removed by disarming. (From here I will call all such traps "pits".)

The idea here is that you can walk onto a square with a detected pit, but you can't do much when standing on that square.
Some examples:
* Walking onto a pit requires a DEX- and DISARM- determined save against falling into the trap.
* If you are standing on a pit and you take damage from a monster, you will fall into the pit.
* If you are standing above a pit, and your DEX is less than some limit (say 18/200) your only guaranteed move is to move off of it. Spell casting will have some DEX-determined failure rate, where failure means you fall into the trap. Disarming an adjacent trap is also problematic.
* Melee is right out, and taking damage from a monster means that you will fall into the pit.

Given this model, there are any number of possible modifiers
* Total burden makes failure rate higher.
* Berserk Strength makes failure rate 100%.
* iron spikes can "jam" a trap so that spell failure rates are lower.
* If you are "in" a pit trap, you can't attack monsters, but they can attack you. You must climb (or ?Phase) out of the pit to get back into the fight. Climbing out of the pit has a finite chance of failing on each turn.

This doesn't change things for most traps, but it means they can slow you down fatally in hallways, and can block you from getting into (or out of!) a vault without *destruction*.
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