Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   Trap Toolkit (https://forums.sjgames.com/showthread.php?t=125271)

Henchman99942 04-25-2014 04:36 PM

Trap Toolkit
 
Has anyone put together a Trap Kit the same way Low Tech puts together Carpentry Kits and Smithing Kits? If you have it in GCA format, all the better.

One for setting and one for disarming? Based on TL?

Nereidalbel 04-25-2014 05:38 PM

Re: Trap Toolkit
 
One of the DF-related Pyramid articles has a section on traps. Same one as the Mystic Knight, IIRC. Otherwise, none that I know of.

Rasputin 04-25-2014 10:46 PM

Re: Trap Toolkit
 
Quote:

Originally Posted by Nereidalbel (Post 1754264)
One of the DF-related Pyramid articles has a section on traps. Same one as the Mystic Knight, IIRC. Otherwise, none that I know of.

It's from the Dungeon Fantasy III issue, not the Mystic Knight one, which came much earlier. It doesn't focus on the tools, but rather on helping the GM make their game stats.

Miles 04-26-2014 01:14 AM

Re: Trap Toolkit
 
Quote:

Originally Posted by Henchman99942 (Post 1754226)
Has anyone put together a Trap Kit the same way Low Tech puts together Carpentry Kits and Smithing Kits? If you have it in GCA format, all the better.

One for setting and one for disarming? Based on TL?

Setting traps that you've bought in a store is pretty much a tool-free activity.

Making traps varies. For your basic hunter's traps, you just need some cord for snares, a shovel for digging, and local foliage for camouflage.

For elaborate traps, it would be entirely fair to say that non-artificers can't make them in the field in a reasonable time. Otherwise, I'd use a Smithing Kit, since you're looking at essentially a specialized version of that to make traps.

To disarm traps, you don't need a thing. But Dungeon Fantasy 4 has trap-finding kits to make the skills rolls easier.

johndallman 04-26-2014 08:01 AM

Re: Trap Toolkit
 
Quote:

Originally Posted by Miles (Post 1754469)
But Dungeon Fantasy 4 has trap-finding kits to make the skills rolls easier.

Are those reasonably plausible for a non-DF campaign? Edit: yes, reasonably.

Varyon 04-26-2014 08:56 AM

Re: Trap Toolkit
 
I don't have DF 4, but I can't think of any realistic kit that would somehow make any but a very narrow subset of traps easier to find.

As for bypassing traps, there are basically three main methods. One is simply springing the trap in a way that won't harm you - this would require you to figure out what the trap does and how it's activated (likely using Traps skill or similar), then using a decoy, barrier, or whatever. The second is to disable it by jamming the gears, cutting the tripwire, etc (Traps to figure out how it works, then something relevant to break it - which may just be Traps again). The third is to figure out how the owner bypasses it and using that - this might be a specific path you need to take, a hidden switch for disabling it, and so forth. For DF purposes, I would typically assume this bypass is in the form of a key that turns the trap on and off (or accesses some sort of "control panel" to do the same), allowing Lockpicking (or at least a lockpicking set in conjunction with Traps) to be used to disable it.


All times are GMT -6. The time now is 02:29 AM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.