Open Miscr3ant opened 1 year ago
I feel attacked.
Hey, if the Boots of Speed fit... :P
This is...painfully bad. Traps are already nasty, especially the ever-present dispel traps.
On the other hand, if I have certain buffs on cough Mass Haste cough or worse ,certain protections on, it just might be a smart idea to run and make most of them, because their absence is worse. (Source: Participating in a TPK where the most direct cause was a mix of undead including a Large Shadow and me having stupidly run out of negative energy protections earlier.) In other words, this can be a valid tactical choice which you're at best trying to force a particular way, and at worst, trying to go "let's make traps worse just so that I have something to do" and is the same kind of short-sighted question as IDK me asking for physically immune enemies just because I happen to play a non-melee mage as a main and feel undervalued at higher levels :P Incidentally I play a rogue too (Ash is Rogue/Cleric with trap disablement at a fairly high level) and she constantly has to tell people off for walking into a trap she's working on. It's how life goes.
True, it is not perfect, and your point of using protections to your advantage in the case of traps is a valid one. I'm just trying to come up with a way to have Rogues do what they do best, and stop making every dungeon run a race to the last room. Sometimes it gets so bad that the person doing the collecting is not even in the fight any longer, but one to two clumps of enemy bodies behind grabbing loot.
Well...again. One of the problems is the rather short duration of a lot of spells which make all the difference between "ending a fight in two rounds" and "getting kicked out". This is also coupled with the policy of one rest per dungeon which is... a little inconsistently applied, but it means recovering said capacities is... a problem.
Issue:: Some players run constantly on dungeon runs. This is frustrating for anyone playing a Rogue, as one of their main functions, to find and remove traps, is rendered moot by the person who trips every single trap running ahead...sometimes to the party's detriment.
Possible Fix:: Alter the OnEnter script for traps, and perform the following check. Get[isPCInParty] //We don't want to worry too much about solo folks, as it does not matter as the only person they affect is themselves
if[isPCInParty=True} Get[isPCRunning] //Forrest Gump check π if[isPCRunning]=TRUE Trap Damage Multiplier = 2 //or even 3 π
In my opinion this would be enough of a deterrent to keep parties moving at a more appropriate pace, as well as restore some of the motives for playing Rogues other than sneak attacks and locks. A side benefit for DM Events; DM's would have an easier time of staying ahead of the party if it was not moving Hell bent for leather. π Not to mention NO ONE runs for an hour and a half in full plate. lol
One might even throw in some text sent to the PC "You run right into the trap, and take the full brunt of the damage!". This also will help folks get the message.