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DIR Return to: 2015 Errata Discussion
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#Post#: 183--------------------------------------------------
Retouching Disable Device
DIR By: ZachC
Date: March 12, 2015, 6:04 pm
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Here's something Heath, Michael, and I worked on to retool
Disable Device a little bit.
Disable Device: Levels 1-5
This skill allows a character to attempt to disarm traps or pick
locks found in game. This allows for either a bead pick affected
by the quality of the trap, tools at the character’s disposal,
level of Disable Device, and other variables (see Bag Pick
entry) or the option to physically deactivate a phys-repped trap
or pick a phys-repped lock. Physically completing the task
awards a character bonus experience twice the quality of trap or
lock and succeeding in a bead pick to disarm the trap or lock
will award the character with bonus experience equal to the
quality of the trap or lock. Trap and lock ratings equal one
third of their production cost. Failure on a bag pick or
physical attempt sets off the trap causing the player to take
the trap’s effect unless otherwise able to protect his or
herself. Different traps require different levels of this skill
in order to operate: Snare, Foot, and Resettable Weapon traps
require 1 level; Massive Resettable Weapon traps require 2
levels; all other traps may only be deactivated, not operated
with this skill. At this skills 4th level the character can
attempt to pick a Wizard Lock and the 5th level allows a
character to attempt to disarm a magical Glyph but both require
a bag pick.
Edit bead pick section to give +2 good beads for each level of
Disable Device
Cut the levels in half but keep the cost the same as it is now
for each level. It would be good if we could give level 3
something useful.
#Post#: 202--------------------------------------------------
Re: Retouching Disable Device
DIR By: Zaud
Date: March 14, 2015, 4:46 pm
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Testing: If extra xp is to be given for 'disarming' a trap, then
Plot would be required to have more physical reps available for
doing such. It is kind of a 'car/horse' effect, since we can not
test a system without having examples of the setting.
On 'cost' of Trap being the main focus of how difficult the trap
is:
A trap can be expensive because of what it 'does' but not be all
that complex. A trap designed to collapse a 'house' would be
pretty costly, because of all it had to do, but because it had
to do so much, it probably would be easier to disarm because so
much more could go 'wrong' with having it function properly.
I think trap prices should be broken down:
What the Trap Does:
How the Trap Does It:
How hard the Trap is to Disable:
Simple Needle Trap:
A small needle near the opening of a lock, set in such a way
that during normal use it pokes 'user'.
Puts small hole in persons hand.
Difficulty to disable trap: How much effort it put into hiding
the needle, or distracting user.
(What Trap Does: Small hole in finger, does not cost much, more
if poison is involved, but that does not really 'add' to the
difficulty of noticing the trap/disarming the trap. Person
either detects needle and gets rid of it or not, putting a 5
gold death poison on needle does not make it tougher to disarm,
though could make 'penalty' for failed disarm bad)
Trap 'causes' its damage when person tries to operate the
mechanism. A simple trigger means no/fewer tell tale signs of
it's use.
Difficulty to disable: Varies, could be as easy as using a
'glove' when opening chest, to requiring the physical removal of
the needle, so 'cost' for trap maker would go up for increasing
difficulty.
Example 2: Trap that drops rock on person.
Fairly labor intensive, and because of that probably easier to
notice due to it having a 'rock', a 'trigger' and the mechanism
going 'to the rock' from the trigger. If a rogue can spot any of
the three parts he can easily know the trap is there, there for
even though this is an 'inexpensive' base trap, it will cost
extra to hide each of the parts. The trigger plate must fit
perfectly with the floor, the line going to the rock must be
hidden and the rock itself must fit in with the ceiling.
#Post#: 206--------------------------------------------------
Re: Retouching Disable Device
DIR By: Zaud
Date: March 14, 2015, 5:06 pm
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Has anyone thought of adopting the Stamina rules for Rogue
Skills. May even be a 'good' 3rd level power to give them
Stamina.
If 'stamina' were thought of as concentration, it would allow
all of the rogue skills to be less expensive, open the door for
some 'secret' knowledge to be passed on later in role play and
make them 'tricky' fighters in a pinch.
Please post your ideas on this, and I'll try to develop it more
fully this week if I get any positive feedback.
#Post#: 213--------------------------------------------------
Re: Retouching Disable Device
DIR By: Samjuria
Date: March 15, 2015, 8:39 pm
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Zaud, What you're referring to for a trap making system is
already done in trap making. There's a base cost for the type of
trap and then you can spend so more production up to a cap. The
min and max differ by the type of trap though. You're second
example specifically would be a massive mechanical trap.
#Post#: 219--------------------------------------------------
Re: Retouching Disable Device
DIR By: Zaud
Date: March 18, 2015, 10:31 pm
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ZachC's idea appears pretty sound. I would still reduce the cost
of the skill for straight Rogues to a '2' and keep it the same
for the rest of the classes. Because their will always be a
limited number of traps out there that need disabling means that
the 'more' people with the skill the less useful it would be,
giving the dedicated Rogue a bit of an edge in the CP department
will not heart, you can always raise the point cost later if it
becomes abused, but I do not see how it can be.
Unlike Stamina and Spell Points it never gets aided by 'mid game
Resets and does not have an 'automatic' money making side like
Trade Skills.
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