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Trap crafting


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#1
CAO MX2

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Where can one find recipes for trap crafting?  All the searches I have done always lead to the crafting for the OC.



#2
Naeryna

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Check merchants. They should have ones. But they don't have all recipes, so it's possible you will have to wait till you find one.



#3
CAO MX2

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I have tried the merchants.  About 3/4 done with the Sword Coast and I have only found recipes for enchantments, weapons, etc.  Nothing for traps.  



#4
CAO MX2

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Going to look into it, but i think it is Kaedrin's prc patch.  Don't remember it messing trap crafting up, but it has been awhile since i have played.  Other than the Nimbre fix, and united colors, that is the only overrides I'm using.



#5
Dann-J

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Spoiler


#6
GCoyote

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Going from memory, there are not that many opportunities in SoZ to use traps in a way that feels reasonable and that actually affects the outcome of fight. I put some skill points in Set Traps on my last run through but I ended up not using it all that much. This time around I've skipped it altogether and am not noticing any effect on my game play.



#7
Thorsson64

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I didn't want to be the naysayer, but in NWN2 setting traps is a big waste of time.



#8
Arkalezth

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Yeah, I always put 5 points on Set Trap on my rogues for the +2 bonus to Disable Device, but I never increase it past that point or actually use them.



#9
CAO MX2

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True, there are not many opprotunities to use traps.  Just decided to try something different this time around and I haven't messed with traps or most of the crafting.



#10
GCoyote

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The Danaan modules provide several opportunities for using traps effectively in both tactical and even a few hunting situations. However using them is purely optional.

#11
I_Raps

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There are plenty of areas where you don't instantly start fighting when you walk in - a few log cabins, a tavern, and several caves come immediately to mind (and there are probably more) that provide ample opportunity for trapping, if you want to take the time.  SOZ seems as conducive to traps to me as any other campaign - even more so since the traps are a bit more effective. The thing is, trapping never makes that much sense in these games since you're almost always on the offense, not the defense.  Still, if you're willing to send a sneaking/invisible rogue forward to thwart traps, you can just as easily lay a few.  More of a style choice than anything else.


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#12
Thorsson64

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Well, yes, but. Basically traps require investment, not just in skills, but also in time, and they don't really pay back, just waste more time. You're better off just whacking the mobs, especially as they can save against traps and/or behave like dumb AI and mill around instead of walking over your painstakingly set trap.

 

Pretty much the same applies to turning undead. Bash 'em! Smash 'em!



#13
GCoyote

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Once you get a feel for a campaign/module you should be able to determine if traps will be useful or not. A sneaky enough rogue or ranger can use traps offensively as well. Just takes more creative tactics. A good thief can also supply you with recovered traps for free so using or selling those is also an option.



#14
Dann-J

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I played an epic-level fighter/thief in Baldur's Gate II, who relied on the party spell casters and their 'wizard eye' spells a lot. Once you knew what lay ahead, you could pick a choke point in the area and trap the hell out of it. Of course, just three or four of the spiked traps available to epic thieves could kill a dragon in BGII.

 

Crafting and setting traps in NWN2 always seems to lag behind the enemy levels you're likely to encounter, and there don't seem to be any items that boost your trap crafting/setting skills to counteract that. That's something I'm addressing in the module I'm currently working on. With the use of a trapper's belt, or by investing in some trap-making guide books, you should be able to craft and set more powerful traps than otherwise possible at any particular level. Skill-boosting items allow the bonuses to stack across multiple items, as well as being relatively cheap to buy.


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#15
GCoyote

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Agreed on both points. I think I've encountered trap setting gloves once. There is also the wide variety of trap effects to contend with and the range of DCs for each trap category. Takes a bit of practice to get any use out of traps so many players probably don't bother.

Good luck with your project!

#16
BoardGuest808888l

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Trap is an interesting, but often underused concept. In NWN 2, the reason is clear, it has very steep learning curve. You either invest heavily on it or not at all. In both OC and MotB, trap has been somewhat neglected, but SoZ gives a more promising horizon for prospecting trappers. There are some aspect of SoZ which gives this advantage over OC & MotB (which is why I think SoZ is far superior than either):

Skill availability : in SoZ in it possible to make your own party with whatever party member you wish, thus it is possible to make a focused trapper. Plus, you get access to skill-increasing features like bard inspiration and spells earlier and in more controlled manner.

Trap availability : you get limitless resources to make traps, but even better, having someone with high Craft Trap skill increase chance you'll find unused traps in overland map. If anything, there are also merchants who sell various traps (unlimited supplies).

Trap use : some dungeons give you chance to set traps as you aren't attacked immediately. However, I think this might not be the most use of traps. Your party is supposed to raid the dungeon after all, not defend it against um...other adventuring party.
The most use for traps is in overland battle scene instead. In this scene, both your party and the bad guys already spot each other, and as their AI lock on your party members, it is possible to make a defensive fight there.
One thing, overland battle scenes use a set of battle maps and any modification you make in any particular map will carry over to the next time the map in use. So, you can lay a dozen or so traps and just watch as the next encounter you met dies in agony as they sprung your traps.

When to use traps : this is only a matter of gameplay choice, really. Using traps is simply an option, not a replacement for your conventional hack-&-blast playstyle. However, you might consider traps in case;
your party relies heavily on ranged attack,
your party doesn't have a dedicated tank,
you think traps are cool,
you're targeting creatures you don't normally want intruding your personal space (mostly because they have nasty touch attack).

#17
Tchos

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One thing, overland battle scenes use a set of battle maps and any modification you make in any particular map will carry over to the next time the map in use. So, you can lay a dozen or so traps and just watch as the next encounter you met dies in agony as they sprung your traps.

 

There is a cleanup script that runs when you leave one of those random encounter areas from the overland map, which destroys items dropped or left behind from monsters.  You've found that it does not destroy traps?



#18
GCoyote

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I typically find sonic and tangle traps the most useful. They slow the enemy approach giving the ranged weapons and spells more time to do damage or other characters more time for summons and buffs. As others have noted, the damage progression of average DC traps does not keep up with the player's level progression. The ones that do cause more damage have high enough DCs that you are more likely to blow up friendlies than monsters.

#19
Arkalezth

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Trap is an interesting, but often underused concept. In NWN 2, the reason is clear, it has very steep learning curve.

Traps don't have a learning curve. They just suck.

#20
BoardGuest808888l

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There is a cleanup script that runs when you leave one of those random encounter areas from the overland map, which destroys items dropped or left behind from monsters.  You've found that it does not destroy traps?

 
Well, in my game 2 things weren't destroyed. Traps and those supply crates you found from batiri. But in Sword Coast area I found traps are still there in the area too, unless they're triggered.

 

Traps don't have a learning curve. They just suck.

According to wiki, Set Trap should use the same skill as Disable Trap. This is the reason it sucks. No one would want to spend points in skill they use only occasionally, if ever at all. Plus, the DC for setting traps doesn't even make sense. It can go as high as 45 (!) and no auto 20 roll like in NWN.

#21
Arkalezth

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This is the reason it sucks. No one would want to spend points in skill they use only occasionally, if ever at all.

You're making it too complicated; the problem isn't spending points. Even if you didn't have to, something that might only have some use "ocassionally, if ever at all" (that "occasionally" being generous, IMO) is crap, plain and simple.

Getting something bad for free doesn't make it any better. Make traps good in a fight and people will happily spend as many skill points as they have to.

#22
GCoyote

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http://neverwinterva...an-unvanquished
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#23
BoardGuest808888l

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You're making it too complicated; the problem isn't spending points. Even if you didn't have to, something that might only have some use "ocassionally, if ever at all" (that "occasionally" being generous, IMO) is crap, plain and simple.Getting something bad for free doesn't make it any better. Make traps good in a fight and people will happily spend as many skill points as they have to.

Yeah, well, it is highly inefficient, yes. But I am reluctant to call it crap, really. I mean, it doesn't have any fundamental bug or cause CTD, so it is passable at least. I mean, it's merely a matter of playstyle, like, taking Exotic Weapon Proficiency, as long as you felt cool waving katanas, it is passable, right ? (Even if it actually a waste of feat and doesn't make you a better fighter).

GCoyote :
O o o.. That's cool concept.

#24
Arkalezth

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I wouldn't put them in the same category as exotic weapons, but sure, nothing wrong with using traps for the sake of it (I like the concept and would use them if I didn't find them useless). Just saying they're mostly a waste of time, as someone said above.

I guess 100 traps may make some difference in a battle (and take ages to set up), but otherwise, making an enemy or two go from "uninjured" to "barely injured" is hardly worth the hassle.

#25
GCoyote

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More like a dozen.

 

If you play modern games or study contemporary tactics, you can employ traps in the same manner as modern forces employ mine fields. Hence my preference for tangle and sonic traps. They slow the enemy and cause him to bunch up giving you more time and concentrated targets.

 

Granted, in most modules the player is always on the offensive and opportunities to set traps can be too limited to make them of value. However if the player is defending or better yet, setting ambushes, a few traps in the right spots can be very helpful.

 

Last night, my slightly under-powered PC took out three ogres by putting half a dozen traps on the trail out of their camp and letting them chase him through the lot. It was then a matter of picking them off from range.

 

Whether or not to spend points on Set Trap or gold on trap kits depends on both your style of play and the setting you are playing in. As long as you complete the quest and enjoy yourself there is no right answer.