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Post by thegoodassyrian on Aug 23, 2007 15:04:41 GMT -5
Since I have been working on converting an old D&D module for my next ZeFRS game I have come up against the question of how traps should work. My initial idea was to treat them as fire in the Threats section and rate them for strength (deadliness) and have a the trap "attack" the player using the Resolution Chart. I was thinking that the column would be modified by either Movement or Animal Reflexes and that armor would provide some protection.
Then, I read one of the original modules produced for the Conan RPG (Conan the Buccaneer), which handles traps totally differently. In this case a trap does a set amount of damage (frex 7 points for a spring trap with spikes in location 1.7) and the players rolls an Acrobatics check, with a success reducing damage (to 3 points in the above example).
What do people think about this? What do you think is the best way to handle traps in ZeFRS? One one hand I like the first option because it is based on the core mechanic and is already used for fire damage. On the other hand, if a giant boulder falls on someone, the second option allows for some truly massive (and appropriate) damage to be done.
TGA
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Post by danger on Aug 24, 2007 10:25:17 GMT -5
The "fire" method keeps consistency with the rules and seems to allow for gradations in the amount of damage dealt (if I've read everything correctly, that is) which would make sense for some traps (like a dart trap for example).
The other way mentioned would make sense for other types of traps, like the boulder you mentioned.
Perhaps two rules could be implemented: a flex damage trap rule for those traps which could miss, just scratch, or kill you and a "all or nothing" rule where, at the very least, you'll need some kind of medical attention if the trap is activated.
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Post by thegoodassyrian on Aug 24, 2007 12:45:35 GMT -5
Hmmmm.....interesting point. Maybe you can divide traps into ordinary traps and insidious traps. Ordinary traps would use the "fire" rules, while insidious traps, which are traps that are particularly deadly in design or size, would use something similar to the rules found in the module.
Frex, here are some possible ordinary traps:
Foot trap with punji stakes - Rating 5 (Automatic damage to leg) Spring loaded dart shooter - Rating 10 Swinging blade trap - Rating 15
The trap would roll for damage on the Resolution Chart (Trap's Rating - Target's Animal Reflexes or Danger Sense). Roll for damage location if not specified. Armor would protect normally.
Possible insidious traps:
Poisoned needle - Damage 1/0, Poison 15/20/5 minutes Dropping block from ceiling - Damage 7/3 Boulder Trap - Damage 20/10
Target makes check against either Animal Reflexes or Danger Sense. Success lowers damage to second result. Heroic (red) success means no damage. Armor offers no protection.
I kinda like it, but it may be too complicated to have two systems for traps, though. What do you think?
TGA
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Post by danger on Aug 24, 2007 14:25:13 GMT -5
Oh, I do like the Ordinary and Insidious descriptors; they ring much like the Foes and Enemies bit from the combat chapter.
Without making all traps equal in terms of damage or ratings, I don't know how to get around the two rules bit. But, I'd also say that these two rules aren't exactly difficult to understand or remember either.
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Post by markkrawec on Sept 4, 2007 13:20:33 GMT -5
I would prefer traps attacking to merely rolling to reduce damage. Even a poisoned needle might not hit a lockpicker's finger, or fail to break the skin. For instances where the trap's target can't conceivably move out of the way - she's at the bottom of a well, or his back is to the onrushing rack of spikes - you could apply a big penalty to Movement (maybe -6) or increase damage to an amount that can't be reduced to 0 even by a heroic result.
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Post by thegoodassyrian on Sept 4, 2007 15:18:35 GMT -5
Cool! That means I won't have to redo the traps in the parts of The Lost City that I've already posted... ;D
TGA
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