Traps?
#26
Posté 11 décembre 2013 - 09:56
I also modified the poison bottle scripts so you can pour them onto a stack of raw meat (acquired from hunting on the overland map), to create your own poison baits of various strengths. Creating or using poison baits requires the same saving throw check that poisoning a weapon does, with the 'Use Poison' feat making you excempt from it. There's a distinct possibility that low-dexterity party members will poison themselves in the process.
#27
Posté 11 décembre 2013 - 10:13
How about barbarians, will they go for the meat?DannJ wrote...
I've developed poison baits for a module I'm working on, which are sort of like traps that can be thrown even in combat. They're set up so that any non-herbivorous creature with an intelligence less than 10 is drawn to the poisoned meat and eats it.
#28
Posté 11 décembre 2013 - 10:48
#29
Posté 11 décembre 2013 - 11:03
#30
Posté 12 décembre 2013 - 02:34
Lugaid of the Red Stripes wrote... Any insight on what traps work best for general tactical use, or how well they're priced? I always felt that traps would have to be either really cheap or easily crafted before they would be regularly used.
There are some really deadly traps but I don't usually have enough skill points to use them. For example, I've never had enough skill points to use the fire trap my PC gets for free at the beginning of "A Line in The Sand". I usually just end up selling those. For most of the important battles, a few hit points of trap damage isn't enough to change the outcome. I have had a lot of success however using spike and tangle traps to slow enemy movement giving not only my PC but all of the NPCs more time to fill them with arrows. Sonic traps work too but are not always available.
I've also played a bit giving my PC some traps in Dana'an Tactics. For the most part, standard infantry tactics for employing mines works quite well there.
Lugaid of the Red Stripes wrote... Would it be worthwhile to give the player an opportunity to place traps before a battle, maybe just a convo option that delays the battle until the player say's they're ready?
The mission pocket watch already serves that function for the two supply interdiction missions you have set up. If the player has enough skill points in stealth and survival, it's possible to use traps in a number of other situations involving goblin or imperial patrols. If you want to give a new player a hint via a WIS check or a convo with an NPC that might get them off to a good start in guerilla warfare.
I hope to have a little time to play next month. I'm already getting the itch.
Modifié par GCoyote, 12 décembre 2013 - 02:36 .
#31
Posté 12 décembre 2013 - 02:36
DannJ wrote...
Yes, but chances are they'll not only pass their fortitude saving throw, but demand some more of the meat with the "spicy sauce".
If you put it on bacon that would actually work on me.
#32
Posté 18 décembre 2013 - 02:25
The key is to place them in depth. If you just run a line of traps, the first enemy through will create a hole in your line and in response to Murphy's Law, succeeding foes will pour through the gap. By spacing them out in in staggered rows, you help ensure that the maximum number of foes are either slowed, damaged, or both. This can also cause them to bunch up making aoe spells and grenade like weapons more effective.
Modifié par GCoyote, 25 décembre 2013 - 02:10 .
#33
Posté 02 mai 2014 - 11:05
Brain fart alert! - Since there are several reference to Vietnam in the module's construction, it dawned on me to add a new trap type, the trip flare. tDU already has flares and as most of the NPCs appear human, that could be a big help in night battles.
#34
Posté 08 mai 2014 - 01:43
Alternate rows of tangle and spike traps at the crossing site before the battle of Beaufort.
Also some kegs of explosive along the enemy's line of advance at the top of the pic.

And another set laid to protect the flank of the redoubt.






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