Trap megathread animal hunting traps and PC traps

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Trap megathread animal hunting traps and PC traps

Postby Chakravanti » Thu Dec 24, 2009 3:11 pm

theTrav wrote:WELCOME TO THE TRAP MEGATHREAD
I have merged a heap of trap threads carelessly into a single blob of trap gibberish.

Read it before you post your trap idea, I guarantee someone has had it before.




This is an Extension of IT'S A TRAP Part 1 wherein generalized trap mechanics are discussed.

Herein discussion and brainstorming of specific traps can be discussed. Once your idea is fleshed out I'll Add it to Post #2 and link to the post wherein discussion is pertained if this thread gets large enough to require such levels of organization.

Stay abreast of the developments of Part 1 when making ideas to get a handle on what currently flies for acceptable mechanics if you wish to include proposals for mechanics of your trap idea but remember that mechanics aren't really what this thread is about. This is a thread for brainstorming What kind of traps could be realized in game.

Feel free to expand on or further define, comment critique and discuss ideas already proposed.

So far we've heard:

Cauldrons of boiling pitch. These would probably be tied to gates/walls and be very difficult to set up (requiring a cauldron and obviously, needing to build several to cover an entire wall). This might be one that's expensive enough to be built on gates only should intruders attempt to enter through a gate. And other, cheaper traps elsewhere on walls.

Hidden tripwire crossbows. In addition, these kinds of traps should be able to fire poison arrows. How they are camouflaged is probably a matter of discussion for Part 1 (Read: Go there to discuss if traps like these should be blatantly invisible barring some detect traps skill or the other).

Pit Spikes. These could be constructed from a couple of planks and some sticks covering a a, guess what, dug out pit of spikes. You could subsequently lay tile or grass (Read: Sod), or forest (read: Leaves).

I've just woken up and as I go on with this day I'll gather my ideas and finish making my list. This is just to get the ball rolling.
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Re: IT'S A TRAP! Part 2

Postby Chakravanti » Thu Dec 24, 2009 3:11 pm

Reserved.
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Re: IT'S A TRAP! Part 2

Postby Coriander » Thu Dec 24, 2009 4:43 pm

Sticky trap.
One that really slows down and immobilizes a player. The quality of the trap could determine the extent of immobility. The trap should be difficult to spot or alternatively very obvious in order to act as a deterrent.
Caltrops
Same concept as above only this one also causes damage. It could be a plant (hedge?), wooden thorns or metal device.
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Re: IT'S A TRAP! Part 2

Postby Chakravanti » Thu Dec 24, 2009 4:47 pm

I like slow-traps. Perhaps some variations would also cause a debuff making other traps difficult to disarm. Quality would more likely affect duration than actually how slowed someone is due to variability.
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Re: IT'S A TRAP! Part 2

Postby Potjeh » Thu Dec 24, 2009 5:04 pm

Gangrene traps. Smear some kind of spikes with rotten meat. If you get wounded by this trap, you have a certain amount of time to treat it (an expensive and unreliable treatment), or you develop gangrene. If you get gangrene you have to amputate the affected limb within a certain amount of time or you'll die.
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Re: IT'S A TRAP! Part 2

Postby Chakravanti » Thu Dec 24, 2009 6:19 pm

What would be the cost of an 'amputated limb? % or Specific # stat loss?
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Re: IT'S A TRAP! Part 2

Postby Potjeh » Thu Dec 24, 2009 6:37 pm

If it's an arm you only have one hand slot, if it's a leg you can't move above crawl speed.
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Re: IT'S A TRAP! Part 2

Postby Chakravanti » Thu Dec 24, 2009 7:21 pm

Would this be permanent or are we The ancestors to the Reptilian Jewish Conspiracy?
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Well I am death, none can excel
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Re: IT'S A TRAP! Part 2

Postby Potjeh » Thu Dec 24, 2009 7:25 pm

Permanent, of course. Basically, it's a death sentence, but you get to push yourself to full tradition before you die.
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Re: IT'S A TRAP! Part 2

Postby Chakravanti » Thu Dec 24, 2009 7:43 pm

This sounds like a good idea, not a mere regular poison. I like it. As serious as it is I like that there would be a way to treat it and prevent the infection. Forcing one to stop risking further infection and cease the thieving endeavor. As difficult as it is to treat it should be based on the traps quality and having high constitution should affect ones resistance versus the quality of the trap.

Seems to me that one should suffer Dex or agi loss due to having an amputated limb.
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Well I am death, none can excel
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