Right now, I never see traps used at all, and with good reason: they don't fit well on this server.
There is no simple way to make a trap, they are incredibly expensive to buy from vendors, they require a significant amount of character investment, and they are bulky to keep in your inventory. Also, traps for PVP are not very practical because the PVP rules on this server revolve highly around player consent.
I have a few suggestions to make traps more server friendly:
* Make traps stackable- This will declutter a trapper's inventory
* Make traps lighter- A weight of 0.1 pounds will encourage smaller races to carry them
* Traps should only go off on hostile players- If a player is not in your party, they can fall victim to the trap. This makes any conscientious trapper worried.
* More vendors should sell better quality traps at reduced pricing
* Make the "Craft trap" skill useful. I haven't found any molds or such where I can actually use this skill
With these changes, a trapper can consistently incorporate traps into their battle plan without going broke.
Improving quality of life for trappers would definitely be nice, I agree. Its a fun, but fairly useless niche to play, I think some improvements would be nice.
I would also add:
Only those who saw the trap set, or have the appropriate search (trapfinding) can see traps (currently, everyone can see player-set traps, I think).
Also, of course, being able to lay epic traps as well as pick them up.
Regarding craft trap, I think actually implementing a feat where you can craft traps would be nice...something like:
Create Trap:
Requires: 8 Craft Trap
You are capable of crafting fine traps. When you use this feat, you can craft Minor Traps, Average Traps, Strong Traps, and Deadly Traps. You can craft these traps in the form of Acid Splash Traps, Spike Traps, Gas Traps, or Tangle Traps. The DCs of traps created are as follows: 10+1/2 Craft Trap Ranks+1/3 Craft Trap Ranks.
Costs and DC needed to Create:
Minor (3d6 Damage, no Secondary Effect)=Craft Trap DC 10, 50 GP. (Cap of 15 DC)
Average (6d6 Damage, no Seconday Effect)=Craft Trap DC 15, 100 GP. (Cap of 20 DC)
Strong (9d6 Damage, Secondary Effect) (=Craft Trap DC 20, 150 GP. (Cap of 28 DC)
Deadly (12d6 Damage, Seconday Effect)=Craft Trap DC 25, 250 GP. (Cap of 34 DC)
(Warning: Gold is consumed as costs for the components for the trap, even if you fail in making it. If you fail in making the trap, you must roll a save against half the trap's DC or suffer the trap's effect.)
Create Elemental Trap:
Requires: 17 Craft Trap, Create Trap
You are capable of crafting Sonic Traps, Fire Traps, Acid Blob Traps, Electrical Traps, Fire Traps, and Frost Traps using this feat, as per the original Create Trap Feat. These traps add a +5 DC to making the trap.
Create Energy Trap:
Requires: 20 Craft Trap, Create Trap, Create Elemental Trap
You are capable of crafting Positive Energy, Holy, and Negative Energy Traps, as per the original Create Trap Feat. These traps add a +10 DC to making the trap.
Create Epic Trap:
Requires: 25 Create Trap, Create Trap, Create Elemental Trap, Create Energy Trap:
You are capable of making Epic Traps, in addition to Minor, Average, Strong, and Deadly traps.
Cost and DC needed to Create:
Epic (18d6 Damage, Secondary Effect)=Craft Trap DC 35, 500 GP. (Cap of 40 DC)
(Warning: Gold is consumed as costs for the components for the trap, even if you fail in making it. If you fail in making the trap, you must roll a save against half the trap's DC or suffer the trap's effect.)
Safely Create Trap:
Requires: 10 Craft Trap, Craft Trap
If you fail in creating a trap, you no suffer any ill effects, however you still must pay the gold, as it is consumed as expenses for creating the trap.
skill crafting is disabled, this includes traps, there is no reason to add feats when the skill is suppose to do the same thing
problem with just turning it on is that there is nothing useful to actually make them with the original system
and no, people can not see player set traps unless they have high enough skill or are in that persons party which then becomes automatic, however there is still a bug where if the party changes and there is a trap set it goes hostile for everyone, including the trapper