Can we combine Set trap and Disarm Device into one skill?

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Mallore
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Can we combine Set trap and Disarm Device into one skill?

Unread post by Mallore »

Can we combine Set trap and Disarm Device into one skill.

There is no set trap skill in paper and pen.

We added a bunch of skills to the module outside of its original creation that become fun for role play and needed in some situations.

It would be a nice quality of life experience to combine these two skills as they will not unbalance any aspect of pve. These returned skill points will just end up in a wide array of RP skills like Bluff, Disguise, or even the Lores ((we broke them all up so now you need even more skill points!))



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YourMoveHolyMan
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Re: Can we combine Set trap and Disarm Device into one skill

Unread post by YourMoveHolyMan »

They do get a synergy bonus.

Would be nice for epic traps to be put back in.
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Young Werther
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Re: Can we combine Set trap and Disarm Device into one skill

Unread post by Young Werther »

I like traps. And I agree with all of this but ofc doubt it will ever happen :))))))
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Valefort
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Re: Can we combine Set trap and Disarm Device into one skill

Unread post by Valefort »

I don't think that's possible, except putting epic traps back in while making it impossible to stack them on top of each other.
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Blackman D
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Re: Can we combine Set trap and Disarm Device into one skill

Unread post by Blackman D »

well traps shouldnt stack anyway but at least epics do enough damage that there also wouldnt be a need to use a lot to get a good bang

think i stopped trying to use traps for combat on my trapper when i had like 10 deadly ones layered across a bridge and made a lizardman run across all of them... and then he was still standing :|
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Mork
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Re: Can we combine Set trap and Disarm Device into one skill

Unread post by Mork »

Valefort wrote:I don't think that's possible, except putting epic traps back in while making it impossible to stack them on top of each other.
I'm not sure but wouldn't it be possible technically to use same mechanism as synergies? Simply erease completely "set traps skill" from selection during lvl ups and then set it to be equal to "Disarm Device" each time script fires? Simillary to synergies giving +2 and only diffrence being it would give + amount_of_another_skill.
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Mork
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Re: Can we combine Set trap and Disarm Device into one skill

Unread post by Mork »

Good question - all chars with investment in traps would need a rebuild. But since something like that is on its way perhaps its a good occasion to do it?
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Valefort
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Re: Can we combine Set trap and Disarm Device into one skill

Unread post by Valefort »

Mork wrote:
Valefort wrote:I don't think that's possible, except putting epic traps back in while making it impossible to stack them on top of each other.
I'm not sure but wouldn't it be possible technically to use same mechanism as synergies? Simply erease completely "set traps skill" from selection during lvl ups and then set it to be equal to "Disarm Device" each time script fires? Simillary to synergies giving +2 and only diffrence being it would give + amount_of_another_skill.
Well sure except I can't see any such scripts, they might exist but I didn't find them (if someone knows where they might be I'll gladly take a look), I believe the interactions with traps are unfortunately hardcoded.
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Blackman D
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Re: Can we combine Set trap and Disarm Device into one skill

Unread post by Blackman D »

would also explain why they havent changed from nwn1 to nwn2
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Snarfy
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Re: Can we combine Set trap and Disarm Device into one skill

Unread post by Snarfy »

Mork wrote:Good question - all chars with investment in traps would need a rebuild. But since something like that is on its way perhaps its a good occasion to do it?
Uhhhm, how about we don't screw with set traps or disable. They work fine. If it aint broke, don't (do-me) fix(break) it.

** Edit for clarification **

I have a character with full disable and set traps. I consider set traps a bit of a niche skill that has limited mechanical value, and medium RP value.

Currently, my character is able to collect traps of any difficulty, and use any up to deadly traps with little chance of failure(epics are disabled, sadly, so I don't bother). The most practical use of deadly traps in PVE, I've found, is to either line them in a row before looting a chest, and have mobs run through them when the chest inevitably breaks my stealth, or to set an electrical trap under the feet of clustered mobs. For example, three to four deadly traps will usually kill orogs, or bring a duergar in Nashkel mines down to half health(depending on the type of trap used). In RP/PvP, certain types of traps can be used with greater effect, again depending on the type used and the situation(deadly slowing traps are fun here).

As for the pro's and cons by combining disable and set traps into one skill:

Pro's:
- Re-allocation of skill points for those who invested in set traps.
- Players with disable investment will now be able to set traps. But, considering that the majority of characters who will have invested in such being minimal(10) to medium(25) in disable device, it is likely that they will never be able to set any deadly traps(And anything below deadly traps are, IMHO, utterly useless... even at low levels)
- ... and that's about it.

Con's:
- Players with heavy set traps investment will likely have to RcR(... basically, myself and BMD. :lol: )
- Depending on how this is implemented, and no offense to the devs, but this could break disable(which is usually what happens when hardcoded things get mucked around with), and then we'll be faced with X amount of time to fix a skill that is pretty much only used by rogues.
- Set traps will momentarily no longer be a niche skill... but this will only last for a week, which is about how long it will take for those minimal to medium disable invested players to get bored of their newfound ability to set gimpy traps, and then everyone(except heavy disable investments) will go right back to ignoring the skill.

Now, speaking purely as one of the few players who actually uses traps, would I like the opportunity to reinvest my 33 set traps skill points elsewhere? Sure! But not if it means having to RcR, and especially not at the expense of being able to disable for X amount of time while it gets fixed(ever the pessimist, I know)... just so that the handful of players who might give setting traps a whirl can discover how completely underwhelming it is to be able to set a gimpy variety of traps that have less PvE and RP value than the deadly variety.

/rant

Kthxbye!

** Late edit **
Another Con - Rangers get set trap as a class skill, but not disable. I doubt many rangers(if any) use set traps, but any that have invested will also need to RcR, although reinvestment into non-class disable will be somewhat less appealing I'm guessing.
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