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Re: Chests with dispel/breach traps

Posted: Sat Oct 21, 2017 5:29 am
by Valefort
There's no feedback for the spells that are breached and not dispelled indeed.

Re: Chests with dispel/breach traps

Posted: Sat Oct 21, 2017 7:38 am
by Glowfire
Valefort wrote:There's no feedback for the spells that are breached and not dispelled indeed.
Would indeed be nice to have feedback on breached spells too.

Re: Chests with dispel/breach traps

Posted: Tue Oct 24, 2017 8:39 am
by Vartigy
Yep indeed.
Just got whacked from one chest in gnoll caves.
Only thing that popped up 2 rounds later was Tortoise shell being stripped.
Thought, that's not too bad, fair blow.
Later got whacked by 4 occultists spawned in, by flame and electric spells. I "DID" have three seperate castings of elemental immunity for Acid, Fire and Electricity.... guess they got stripped as well int he same breach.
Bit overkill for a chest that gives you 5 gold coins?

Re: Chests with dispel/breach traps

Posted: Tue Oct 24, 2017 9:02 am
by chad878262
I have found Epic Fighter Combat Boots in a chest on the first floor of the gnoll caves.... Admittedly one good find in 100's of trips through that and other dungeons doesn't provide a compelling case, still opening chests is about the chance of something good. A few gold or some low end item you're going to sell somewhere is more like the consolation prize. Chests could be 90% empty, but if that 10% of chests had a chance for some neat item players would still risk them.

If it's possible to have breached spells correctly listed when dispelled that should be addressed. However, the breach, mords or whatever else is not out of place, though perhaps the trap should be based on the CR of the dungeon/area. A CR 10 area should not have a Mord's, Greater Dispel or Greater Spell Breach. Such an area should be limited to Lesser Breach and Lesser Dispel. CR 16 could increase to Dispel and Breach, CR22 Greater Dispel and Greater Breach and CR26+ Open up Mord's. In other words, the level of the chest should notate the level of the potential trap. I think this is already the case, but perhaps for some reason breach traps don't quite follow all the rules.

All of that said, whatever the traps do, party up with a rogue type that can find and disarm them or deal with the penalties. Casters deal with dispels, breaches and being highly dependent on wards. Fighter types deal with being highly item dependent and in general being unable to solo many bosses without UMD and spending gold on consumables. Rogues deal with many of the same issues as Fighter types and being fully dependent on their ability to utilize stealth (HiPS or HiTS) for both offense AND defense. Fighters can make Casters worry less over their own wards allowing spell conservation and can make Rogues less dependent upon stealth. Rogues can make everyone less concerned over traps. Casters can make Rogues and Fighters better able to survive and take on bosses. Why take away the thing that makes Rogues useful by making traps a non-issue or a minor annoyance at best? If they weren't occasionally deadly or at least a big enough deal to require leaving the dungeon no one would ever worry over bringing a rogue/divine seeker along (not that most worry over that anyway, certainly not as much as they want a caster!)

TL;DR - Traps could potentially have a look taken at them, as could showing what get's breached if that is possible. However, traps are fine as are and there is a mechanic in place that allows for avoidance of their penalties.