Traps and doors in dungeons

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=Thunderbolt=
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Traps and doors in dungeons

Unread post by =Thunderbolt= »

What people think of expanding the random traps to doors aswell? I think it would be good if it wouldn't be too frequent, if that is possible to define somehow. Not sure how the trapping system works, but maybe exclude the deadliest traps from spawning on doors. It would give rogues some work and value for sure, but would it be too annoying? Some traps already block paths anyway in dungeons when they spawn in narrow corridors.
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Calodan
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Re: Traps and doors in dungeons

Unread post by Calodan »

I like it. Afterall when you are booby trapping a door is a great one.......There are a few doors I think that trap if you want to go back up...the third level door back up to the second level of the VOD comes to mind here.....
Kory Sentinel
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"... it sounds like a terrible idea, but look at that smile."
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chad878262
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Re: Traps and doors in dungeons

Unread post by chad878262 »

Only issue I see is that it's hit or miss as to which doors auto-close. Would not really help to randomly trap a door that remains opened... If all doors reset to closed after several seconds or a minute after opening then this could work.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

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aaron22
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Re: Traps and doors in dungeons

Unread post by aaron22 »

I defiantly think traps should be more dangerous. In fact, a few tweeks in some of the dungeons could make partying nessasary. I don't think every dungeon should be party only, but have the higher reward ones require this. DnD is a group thing after all
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Lockonnow
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Re: Traps and doors in dungeons

Unread post by Lockonnow »

how about traps that knock you down so you lie on the gound and the monster just hit on you
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Calodan
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Re: Traps and doors in dungeons

Unread post by Calodan »

aaron22 wrote:I defiantly think traps should be more dangerous. In fact, a few tweeks in some of the dungeons could make partying nessasary. I don't think every dungeon should be party only, but have the higher reward ones require this. DnD is a group thing after all

This has been addressed multiple times that making a party needed is not what this server wants. You want to ENCOURAGE but making it mandatory is not the goal. PnP D&D is about that this is still a video game where not everyone can be on when others are on. So making it so you have to have help would be a bad idea and would discourage the high numbers of people on the server we currently see. Basically what the idea is that people don't like to be forced to do things your way because you see it that way. You know freedom of choice and all is important.
Kory Sentinel
"We should take the army head on!"

"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
"Even if we don't survive, he will, and isn't that what matters?" -Red Lancer
chad878262
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Re: Traps and doors in dungeons

Unread post by chad878262 »

I don't know, having one dungeon for each level range wouldn't necessarily be so bad. After all, the White Dragon is definitely not a good idea to try and solo! :)

However, Calodan does have the right of it I think. Really the Stone Giants are the only place where more than one player is REQUIRED, but as I said, the White Dragon pretty much requires more than one and probably more than two except for a couple of specific power builds that might be able to do it as a duo. I just think a dungeon here or there that really required someone with at least 3 rogue levels and a focus on search/disable device/open lock would actually be really cool and would allow skill monkeys the ability to have an extra niche... Also bring might RP to players that often feel left out since they are mechanically so much weaker than others on the server.

"Yeah, I can get you through that deathtrap dungeon, so long as you keep my skin in tact! I'll do it for say... 500 gold and an equal share of the treasure, deal?"
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

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aaron22
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Re: Traps and doors in dungeons

Unread post by aaron22 »

I agree that not all the dungeons be made group oriented. Just a couple that reap the highest reward. The dragon is certainly a good example as well as the stone giants. But they don't require a balanced party just a few of the powerful characters for the dragon and two strong characters for the Giants. A dungeon that required a certain mage, Rogue, fighter, and cleric would just be a fun way to get a group. while most groups would be formed from players that already group together anyway. Because not every one can be on at the same time they could bring in another player to finish the group out and form a new acquaintance. This does happen a little with the avernus runs, but usually that is people that know each other some. It could give guilds a nice and rewarding adventure to do. Just think it would be good to have.
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dedude
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Re: Traps and doors in dungeons

Unread post by dedude »

Just remember not only to cater for the epic level ranges. Would be great to have dungeons like that for 1-10 and 10-20 ranges as well. And with multiple class/skill specific "challenges", they wouldn't be overrun by solo higher level characters looking for easy chests.

The reward at the end of such a dungeon also needs to be quite a bit higher than the normal solo-able dungeons. And of course scaled by difficulty of the dungeon.

Examples for challenges: locks + traps for the rogues, a no-magic area for the fighters, area with many enemies for the crowd controllers, various skill checks to proceed (spellcraft to disable wall of force, diplomacy/bluff/intimidate check to avoid a tough fight, etc), etc.

:)
=Thunderbolt=
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Re: Traps and doors in dungeons

Unread post by =Thunderbolt= »

chad878262 wrote:Only issue I see is that it's hit or miss as to which doors auto-close. Would not really help to randomly trap a door that remains opened... If all doors reset to closed after several seconds or a minute after opening then this could work.
Yeah, this. Some dungeons have automatic doors and some don't. Those all would have to close after some time. Some kind of script that closes them after some time, but no idea how much work it would be change the doors and come up with that. Automatic doors in itself are a bit wierd IC :D Is there ghost that keeps shutting them? I'd have no objection raising the trap difficulty overall since most just shrug at the dmg since everyone wears regen cloaks, buffs or have evasion. (Epic and deadly being expection.)

I myself would like more places like what it is at the Stone Giant Giant castle where you would have to party up to get past something. Ideally something skill spesific that would encourage different kind of characters and their roles in a party.
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aaron22
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Re: Traps and doors in dungeons

Unread post by aaron22 »

=Thunderbolt= wrote: I myself would like more places like what it is at the Stone Giant Giant castle where you would have to party up to get past something. Ideally something skill spesific that would encourage different kind of characters and their roles in a party.
Yes. With more of it. Not just the one spot and one way to solve it. I know how wonderfully creative the builders are. This seems like a good spot to show this skill off.
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Calodan
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Re: Traps and doors in dungeons

Unread post by Calodan »

aaron22 wrote:
=Thunderbolt= wrote: I myself would like more places like what it is at the Stone Giant Giant castle where you would have to party up to get past something. Ideally something skill spesific that would encourage different kind of characters and their roles in a party.
Yes. With more of it. Not just the one spot and one way to solve it. I know how wonderfully creative the builders are. This seems like a good spot to show this skill off.
There are 3 spots that require teaming up to beat.

Durlags Tower Challenges at the bottom before getting the UD maps

Dragonspear Castle to get into it and deeper into it for the path to the first layer of Hell

Stonegiants castle

Two of the areas are important areas to the server. One being the entrance to the UD and the other the entrance to getting your epic gear which you need another person to do. NOt sure if there are more.

Technically you either need a Rogue or Wizard to solve the Kobolds dungeon riddle of the pirate captain so that is a team up place as well if you want to do it unless you are the rogue or wizard with all the right skills to master it.....
Kory Sentinel
"We should take the army head on!"

"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
"Even if we don't survive, he will, and isn't that what matters?" -Red Lancer
chad878262
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Re: Traps and doors in dungeons

Unread post by chad878262 »

I challenge all of our wonderful area builders/designers to create 3 new dungeons, one for levels 4-12, one for 13-20 and one for 21+ that requires (or is difficult to get past without) the following:

- A PC that can take a beating, either through high AC, high DR, lots of HP or a mixture thereof. Bonus points for coming up with other ways melee types can be of use besides as meat shields/using STR to move boulders.

- A PC with the ability to cast some spells, maybe dispel magic to passed a wall of stone or mass reduce person to get past an area that is too small for big folk (bypassed for a party of halflings and gnomes!)... Too bad mreider79 is still on hiatus, but anyone who has played his Wizards Apprentice modules will get an idea of what I mean. Something that makes use of spells to solve puzzles/get past obstacles as opposed to just a different way to kill stuff.

- A PC with an understanding of gods, pantheons and general religion as well as the abilities associated with the divine. Maybe a script that makes use of some of the RP spells that gives bonus information needed to complete the adventure. We have some really nice "RP only" spells that I think could be scripted to provide details on solving quests and the like if cast on a specific map, for instance.

- A PC that can handle locks of DC40 +, difficult, but level appropriate traps that may result in death if not found/disarmed. Bonus points for making use of skills such as appraise to discern 'true' treasure from painted lead and colored glass or use magic device to successfully use some ancient magic, the purpose of which is lost to the ravages of time...

- Provides hints or benefits for knowing certain player race languages, such as dwarven runes that warns of a pattern of traps or elvish script detailing the guardians of a treasure that can be bypassed with the elven password. (for example)


So basically anything that gives benefits for various classes, races, skills, maybe even feats. Careful planning would be needed as well as testing to avoid requiring too many obscure/differing skill sets (making it impossible to complete without having 6 + party members goes too far IMO, but requiring 3 or even 4 is fine).

Any takers????
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

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V'rass
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Re: Traps and doors in dungeons

Unread post by V'rass »

Most traps outside of epic areas are a joke to high lv toons. I can walk through them most times and not even lose a fraction of my hp lol.
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aaron22
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Re: Traps and doors in dungeons

Unread post by aaron22 »

Chad... I double down on this. I would triple my donation amount to the server if this could be completed. It's a small prize but really all I think I could offer that is applicable.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
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