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   DIR Return to: 2017 Errata Discussion
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       #Post#: 1348--------------------------------------------------
       Trap Making
       By: max Date: September 29, 2017, 10:29 am
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       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
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       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
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       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
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       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;
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