Ranger Archive
Thread: Trapping...
Ok... We have decided that the Lure itself should be a seperate trap available at the Novice Ranger level (though its usefullness might dictate a Advanced Trapping I requirement, I'll have to think about that).
So let's consider this:
Basic Ground Trap
- Skill: Advanced Trapping II
- Modules: Allows one trap effect
ImprovedGround Trap
- Skill: Advanced Trapping III
- Modules: Allows two trap effects
Advanced Ground Trap
- Skill: Advanced Trapping IV
- Modules: Allowsthree trap effects
DeviousGround Trap
- Skill: Master Ranger
- Modules: Allowsfour trap effects
One of the trap effects could be a Lure trap. If a Lure is used, the player must target the trap at an existing creature in order to operate the trap.
From there the trap would work just like the Lure described earlier, but with the effects activating when the creature approached.
Comments?
So you are saying the Ground Trap on its own would be nothing but a trigger? And it would trigger any trap effects of the traps put in its schematic? With the exception of the lure trap, which would begin luring creatures before the ground trap triggers the other trap effects?
Sorry, just wanted to be sure this is what you are suggesting. If so, I like it!
"And it would trigger any trap effects of the traps put in its schematic?"
That is correct. Themechanism would allow the placing of other thrown traps on the ground to be detonated by the next creature to wander by.
The slots would not be optional, that is why I added one schematic for each slot number. That why some player couldn't accidentally make a ground trap that does nothing.
"When can we get an edit button (see my previous post)?"
I thought it was sort ofamusing myself. The happy faces "together" within the word itself.
"Would it be unbalanced if we put it at master?"
Put what at Master?
NRaas wrote:
"Could you set up a ground trap and then a few meters further set up a lure to lure the creature over the ground trap?"
I suspect you could.
Oooooh. This would have to be something for a master or near master to do. Then it would completely rock.
NRaas wrote:
"And it would trigger any trap effects of the traps put in its schematic?"
That is correct. Themechanism would allow the placing of other thrown traps on the ground to be detonated by the next creature to wander by.
Awesome! I love it. This would replace my earlier suggestion about the lure trap taking another trap as an optional component I assume (and its fine with me - it achieves the same affect).
Rofl. For some reason I find it very funny to picture some poor person making an empty ground trap. It makes me think of Road Runner, when the Wolf's traps don't spring until he jumps on the trigger...
That why some player couldn't accidentally make a ground trap that does nothing.
The edit button for the forums...it was a (weak) joke.
NRaas wrote:
"Would it be unbalanced if we put it at master?"
Put what at Master?
"The edit button for the forums...it was a (weak) joke."
* whoosh *
Right over my head. ![]()
"Moduler Traps? That one might be a bit much."
Aye, we have limited the modular traps to the ground based versions to sate all sides.
c'mon, I wanna be Rambo... PlEEEEASE?
Phenix1050 wrote:
As always, NRass, you amaze me.
Not complaining, but I thought we were supposed to get a generic knockdown trap (tripwire) that would be able to be used against creatures, NPCs, and oh do I dare say it....other players??
...snip...