02-16-2020, 10:59 PM | #2 | |
Join Date: May 2015
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Re: A talent for hiding doors
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I'd also want more developed rules on what the limits and logic of both hidden doors/locks and traps are. Simply adding hours to add dice, with no limits and no other details is pretty silly. RAW, a DX 8 IQ 11 Mechanician can build a trap that is 14 dice to spot, 14 dice to avoid, 14 dice to disarm, it'll just take ten days of work. In practice, what there is is a body of guidelines and examples in ITL, Tollenkar's Lair, and the other published TFT adventures, with which to refer to and develop a sense of what is reasonable as far as limits and types of traps. I've always assumed that locks that are difficult to pick would be the product of specialist lock makers, and expensive. A mechanician could make a lock, or use a not so great lock and trap it. But it's up to the GM to figure out what reasonable limits are for how hard their rolls can be, and what that's based on. |
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02-17-2020, 07:09 AM | #3 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: A talent for hiding doors
Just add a talent roll. To set a trap roll to spot it (minus two dice if you know where it is), roll to arm it (as per disarm, but minus two dice because you know what it does), and if you fail either of those two rolls then roll to prevent activation (as per roll to dodge, but at two fewer dice).
If you fail and survive then start over.
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-HJC |
02-17-2020, 05:38 PM | #4 |
Join Date: May 2015
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Re: A talent for hiding doors
Interesting suggestion. At first glance, looks like it might work for the traps. GM still needs to determine what materials are needed for each trap.
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