DIR Return Create A Forum - Home
---------------------------------------------------------
Aldeon LARP
HTML https://aldeon.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: 2017 Errata Discussion
*****************************************************
#Post#: 1348--------------------------------------------------
Trap Making
By: max Date: September 29, 2017, 10:29 am
---------------------------------------------------------
So it turns out that trap making hasn't changed scene 2012 and
has some rather glaring issues.
First off the rules are super vague on almost all point, and in
some cases over powered (explosive traps, both normal and
massive, have an aoe destroy effect that kills all non-permanent
items period no saves allowed.
Second pricing is all over the place.(see chart)
As a example the bomb which does 20 normal damage costs 2 Gold
were as a 15 frost alchemy cost 1.5 Silver
HTML https://docs.google.com/document/d/1aGWi-nJtvXBO1gZDFmksQxR9F2dzg6Vi8NFe-FT8jv8/edit?usp=sharing
Third some things like siege crossbows do not have rules at all.
So here is a new version of trap making that has a more even
progression and uses rings to make set traps easy to use and
consistent.
It also adds a write up for scholar skill engineering which acts
as a poison lore equivalent to bring trap making more in line
with Alchemy.
HTML https://docs.google.com/document/d/13SKPelG3fzNxptafii5zz_dqoYJ-wpjNuzEMPDT7Zys/edit?usp=sharing
#Post#: 1349--------------------------------------------------
Re: Trap Making
By: Lothar6669 Date: September 29, 2017, 11:01 am
---------------------------------------------------------
Catch trap- should be destroy spell of level 3 or above
Poison trap- is very strong- I would like to see it hold one
dose, or remove feint to allow low level counter play with an
alchemy shield.
Gas grenade- can be toxin blocked, should only hold one dose.
Acid grenade- does 20 damage to a creature? Lose the word
"large" in front of shield. Putting holes in things goes against
most preset spells and alchemies. So maybe destroy a shield\door
sized metal object or do 50 points of damage to creature made of
metal?
Acid satchel- Unattended objects? Causing holes in things, still
not a fan.
#Post#: 1350--------------------------------------------------
Re: Trap Making
By: togapika Date: September 29, 2017, 11:58 am
---------------------------------------------------------
How is an explosive bomb different from 20 fire gas? If they
both only affect one target, there's no reason to use the bomb.
#Post#: 1351--------------------------------------------------
Re: Trap Making
By: aaronsfrench Date: September 29, 2017, 1:40 pm
---------------------------------------------------------
Level 3 or higher destroy spell makes sense EX: Shatter <ITEM>;
The reason you would want the option for 2 doses is so the skill
isn't wasted, otherwise there is no point in the purchase of
said trap also the use of Venom weapon for weapon smith allows a
similar function to be produced;
Probably instead of large shield it should just say door sized
to be consistent;
It may go against spells and alchemies, but these are
effectively siege equipment which changes things;
Also for unattended objects look at spell effects like Detonate
or Wizard's Fire which mentions inanimate objects on people;
*****************************************************