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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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