More than Epic Traps?

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ZestyDragon
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Re: More than Epic Traps?

Unread post by ZestyDragon »

Blame The Rogue wrote:trap cost: 200k

strength: fatal

protecting loot in chest: empty ale stein
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Nemni
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Re: More than Epic Traps?

Unread post by Nemni »

I fully agree with Blackrose. A few days ago I died to a 200+ damage electricity trap with DC 35. That's not as bad as the divine traps, but it still means the chest is more dangerous than the boss that was guarding it. Which is ridiculous and completely unfun.
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izzul
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Re: More than Epic Traps?

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welcome to D&D, where even the rope(cloakwood mines/gullykin crypt) puzzle statue(durlag), the floor(floor traps) and the air you breath(Netherese) wants to kill you :lol:

im not complaining, i am kinda fond of it now and would love for all of it to stay.(it makes you become more alert and always know that there is a chance that death might occur).
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Blackman D
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Re: More than Epic Traps?

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Nemni wrote:I fully agree with Blackrose. A few days ago I died to a 200+ damage electricity trap with DC 35. That's not as bad as the divine traps, but it still means the chest is more dangerous than the boss that was guarding it. Which is ridiculous and completely unfun.
thats fairly low for electrical honestly, well not low but like mid range, and 35 reflex is nothing to a high level rogue with improved evasion

traps are -suppose- to kill you people! :lol: if they didnt there would be no reason to have them, but yet there are builds that can still run them over without issue

or trapper rogues that can just remove or even collect them without issue

if you have low CON and a low HD build you will die to a trap at some point if you disarm them with your face and it shouldnt be a surprise :?
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Nemni
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Re: More than Epic Traps?

Unread post by Nemni »

This particular char of mine has a lot of HP, as well as high reflex and evasion. But you can still roll low. And after finishing a long dungeon crawl your HP is also often low.
chambordini wrote:To be honest that's the purpose of traps, having a rogue in your group is a key part of the dungeons and dragons adventure format.
This argument never made much sense to me. Which part of this server requires a wizard, a cleric, a fighter? Or any of the other base classes? Which other class is the only one (except perhaps a few rarely use PrCs with trapfinding) that can save you from 400+ divine damage? Perhaps 200 elecricity damage is fine, if totally unfun imo. But divine damage is specifically designed to not be resisted in any way. It's like a God level smite, on the same level of amusement as being click-killed by a DM ;)
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Nemni
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Re: More than Epic Traps?

Unread post by Nemni »

chambordini wrote:
Nimne wrote:Which part of this server requires a wizard, a cleric, a fighter? Or any of the other base classes?
In my opinion we should be moving towards providing more unique opportunities for characters to be able to provide services like that, for example clerics having a bigger role with a death system. Not less.
While it sounds cool in theory, do you really think the server is large enough to sustain a system where you have to gather a party with every role filled, to make a dungeon crawl?

In fairness I would say that killer traps somewhat promote party play, as a cheap ress scroll is one of the easiest ways to deal with it for non-rogues. But there are surely better ways to promote party play than this.
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Re: More than Epic Traps?

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Why do we have an acid trap that you cannot Evade?
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Blackrose
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Re: More than Epic Traps?

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Magic itens in D&D needs material components, gold, xp and a arcade/divide spell.

There is no spell with that much positive damage, except Greater Ruin, in wich case we would need 3 greater ruins to fit this damage. (446/6 is 74.3, so its probably a 105d6 positive damage trap)

3 epic spells stored in the same item might bring problems to the weave, (anything beyond 18 does, like countespelling epic spells) - 5% to have wild magic zones or dead magic zones.


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Re: More than Epic Traps?

Unread post by aaron22 »

and there are a few classes out there that are trained at disarming traps.


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Blackrose
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Re: More than Epic Traps?

Unread post by Blackrose »

aaron22 wrote:and there are a few classes out there that are trained at disarming traps.


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Blackman D
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Re: More than Epic Traps?

Unread post by Blackman D »

Hoihe wrote:Why do we have an acid trap that you cannot Evade?
because you are not saving vs damage you are saving vs paralysis

acid splash is reflex for have damage

acid blob is fortitude vs paralysis, it being fortitude is another reason evasion wouldnt work anyway

there are only 3 good traps pvp wise (and pve but good luck getting something to fail the saves without epic traps :( ), acid blob is one of them, but all 3 are not saves for damage they are saves for effect that allow auto sneak attacks

acid blob for paralysis
cold for paralysis
sonic for hard stun
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Re: More than Epic Traps?

Unread post by Blame The Rogue »

i can understand if staff wants to "go all in", in say, perhaps, the white dragon's lair. but in every epic area of the server? not necessary imo, and also not tenable. rp preventing parties. timezones limiting parties. RL time issues. you're not always going to have that "perfect party". we cant expect adventurers to sit on their hands when they don't have that party :)
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Blackrose
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Re: More than Epic Traps?

Unread post by Blackrose »

Blame The Rogue wrote:i can understand if staff wants to "go all in", in say, perhaps, the white dragon's lair. but in every epic area of the server? not necessary imo, and also not tenable. rp preventing parties. timezones limiting parties. RL time issues. you're not always going to have that "perfect party". we cant expect adventurers to sit on their hands when they don't have that party :)

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Re: More than Epic Traps?

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[snark] You all know there's a single-player version of this game if you want to solo everything, right? [/snark]

I'm all for requiring a dedicated rogue* to successfully loot a dungeon. "Loot runs" are an MMO thing, and do not belong on an RP D&D server, even a "Medium" RP server. Fight me.

This is Dungeons and Dragons. Dungeons are not safe places with guaranteed success, even if you've been through that same dungeon before. Some type of spell-casting (buffs) is needed for any non-fighter class (Monk, Rogue, Bard(?) etc.) to successfully survive areas within a character's CR. Fighter-classes can tank it out with the right build (see below), but even they use wands, wards, or dip into a spell-class to make it through with efficiency. And spell-casters are always wise to bring some kind of Melee-class to run interference against monsters, although, it seems many of them can buff themselves up to a level that it doesn't make a huge difference. It makes perfect sense that, if you want to maximize the amount of gold/loot you get from a dungeon, bring a rogue.

Side note: I would also highly encourage the staff to add the "broken item" % chance when bashing open a chest.

The power-creep that I've noticed happening over the last few years is starting to get on my nerves. Powerbuilds are almost required to play on this server at this point. They are required if you expect any measure of success in PvP. It's utterly ridiculous.

Over the last year, the majority of builds that I see regularly fall into only two types: Casters or High AB Melee classes. Usually some mix of both. Many of them dip into rogue classes to get around certain obstacles built into their "base" class, and that usually seems to be in order to get UMD to skirt around alignment/class requirements on items. (e.g. gaming the system to further power-build). It seems to me that every-other "Build Request" is Gish. Gish gish gish gish gish gish. Is everyone so interested in soloing the content on this server?

Yes, between timezones, rp conflict, etc. it can be rough. I'd like to turn that around and say it's just as rough for a pure rogue* class, because there's nobody around to buff or protect them when bad stuff goes down. Such is the limits of the class system. Squishy mages don't get their loot, my rogue gets killed by goblins. Constantly. We all have our cross to bear.


All that being said, Rogues* get it hard. Didn't dip into a HiPS PrC? Dead. Fail a trap disarm? Dead. The only trap I've found in the entire server that allows a reflex save is Spike Traps, and the rare Electric trap. It pretty much sweeps Evasion and Improved Evasion off into a corner, to be dusted off when PvP happens. "Solo" rogues should be just as hard to pull off as solo-anything, but I see a couple of fairly common rogue-based power-builds, usually for PvP. This is a party-based game. Party up, or just accept the consequences.

* (Yes, that means a ROGUE, not yet another powerbuild.)
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Steve
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Re: More than Epic Traps?

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If there is to be any reason to make other than a power(ful)-build, there has to be content or STORY that promotes/requires/lures Players into making/playing it.

Anecdotally, I once played for nearly a year a Rogue-base class that had maxed Diplomacy, Intimidate, Bluff, Taunt...and for the whole year, I couldn't get one single DM to require me to make a DC roll against anything, in terms of persuasion or ability to adjust the Storyline. :cry:

Instead, if I roll up a power(ful)-build, I'm guaranteed to be able to "experience" the mechanical mob aspect of this Server on my own, anytime I want, irregardless to anyone else, and...should I ever fall into a DM Event, my Character will surely have a part in being able to slay the dragon and rescue the Princess. Why? Because my Build will lolzpawn everything!!!!

It is an empirical experience I've learned to adjust to, in order to find peace with the paradigm on BGTSCC.

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