This commit has 2 parts, which I will address separately:Resources Bot wrote:Revision: 1137
Author: Rhifox
Message: Traps set by players should no longer trigger unless the two characters are hostile with each other. If a PC is killed by a trap, it is treated as a pvp death if the trap was set by a player, rather than a pve death.
- Traps are no-longer impartial weapons.
- Traps are now considered Player-Weapons.
However, #1 seems to me to be heavy-handed. A trap by nature is impartial unless someone is informed in its existence, placement, and bypass. The purpose of such tools are to function as a form of area denial to unknown parties, discourage trespass, and counter-play with espionage. By changing traps to only function on hostile targets, the use of such tools either requires the user of an immobile weapon to mark as hostile all possible targets to maintain functionality, or trust in any aggressor to toggle hostile sufficiently prior such that the traps are not just walked over (intentionally or unintentionally).
Meanwhile, I do understand the concerns regarding "UXO" and griefing, particularly when those affected are spatially and temporally distant from the perpetrator. The current system does nothing to prevent the abuse of such mechanics by 'bad actors' or ignorant use.
While considering this, I was reminded of a pair of spells that provide the same function, without monetary or skill-rank costs: Glyph of Warding and Greater Glyph of Warding.
Both spells create magical traps, are impartial, and were not explicitly mentioned in any commits so I presume they are untouched. I had considered posting a suggestion to correct them to P&P duration and damage types, but in light of Rev.1137 identified that they could pose a moderate solution without the full implications of discriminating traps.
In P&P, Glyph of Warding (and Greater Glyph) are "Permanent until discharged", and have a selection of basic elemental damage types for the Blast Glyph.
In NWN2, Glyph of Warding (and Greater Glyph) are "1 minute per 2 CL", and have fixed damage-type based on caster alignment. The disparity of damage types clearly favors Good characters, given the immunity available to Sonic and Negative energy compared to straight Divine damage.
It is in my opinion that homogenizing mechanics between mundane skill-based traps and magical traps would be a worthwhile task, and that Rev.1137 moves them further apart. With this in mind, I posit the following set of changes for consideration:
- Retain the ability for traps to damage any non-party members.
- Enforce a duration on all traps (mundane and magical) of 1 minute per [(2 ranks Set-Trap)or (2 CL)] respectively.
- Add a check to ground-trap placement on minimum distance between traps and other traps or transitions.
- Remove the giant glowing rune from (Greater)Glyph of Warding.
- Instead of a ground-spell-effect, have (Greater)Glyph of Warding spawn an elemental trap (Chosen by radial).
- Add Explosive Runes as an arcane option, with similar functionality. (other considerations: Spike Stones/Growth, etc.)
- Add a check to AoE Dispels to attempt to remove/disable Magical traps.
1 & 2) By implementing a time limit already used for other traps (instead of removing the valid triggers) maintains existing function, but limits the risk of a trap of either variety lingering an unreasonable duration. Expected duration would be ~15 minutes, up to 30 with trap-focused builds or Extend Spell, down from "until reset". This would limit collateral risks without impacting short-term function.
3) Layering ground traps is considered exploitive already, as is placing them close to transitions. Center-to-center distance between traps of ~70% of the trap width would allow for coverage without an outside party tripping more than 2 at once. Transition-to-trap distance of at least 30-feet would give space for a party to load in comfortably. Denying ground placement within these distances would be reasonable. This wouldn't affect on-target traps, which already cannot be stacked and rely on target interaction (rather than just position).
4 & 5) "When the spell is completed, the glyph and tracery become nearly invisible." "Note: Magic traps such as glyph of warding are hard to detect and disable. A rogue (only) can use the Search skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level." Making them actual traps makes them Disable-able, and would permit more varied scripts (like spell-traps). Changing the spell to selected elemental effects could permit leveraging existing trap-types (with some tag adjustments to prevent item duping and allow other interactions), while removing the entirely unreasonable alignment favoritism native to the NWN2 version of the spell.
6) Glyph of Warding is a Cleric spell, but far from the only Magical Trap spell in P&P. More options from other spell lists would introduce parity without greatly increasing complexity - particularly if they all followed similar implementation and use.
7) From Explosive Runes: "Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion." By P&P this is only for Explosive Runes, and other magical traps are considered "ongoing Magical Effects" for the purposes of dispel, but using a single treatment would provide further utility and consistent counter-play with Dispel Magic.
Addendum:
Recent interactions have reminded me that my own suggested duration here would actually run counter to how I currently use traps - namely, personal security while possessing other characters. However, I suspect this is a niche case (though practical), and does not take away from the validity of the suggestion outlined above.
An alteration could be considered to use two 'triggers', both time limit and area proximity. When the trapper has left the area, and the time is past, the trap could be removed. This would also increase the viability of such things for events (as they are likely to take longer than 15 minutes) or other circumstances where the trapper is actively attentive to the traps, while providing a hard limit for how long they can be left unattended. Alternatively, a fixed "15 minutes unattended or until map is left" would be a nice hard and consistent rule, rather than variable duration based on skill or CL.
I am aware that I tend to make giant walls of text, but hopefully the reasoning and provided suggestion works to open up constructive conversation.
I continue to invite and appreciate any comments, concerns, and perspectives.
Cheers,
Kit