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-   -   [Basic] Skill of the week: Traps (https://forums.sjgames.com/showthread.php?t=147896)

Humabout 01-14-2017 06:47 PM

Re: [Basic] Skill of the week: Traps
 
Quote:

Originally Posted by whswhs (Post 2070187)
Wouldn't that be Poisons?

Chemists can make explosives, corrosives, tear gas, etc., not just poisons.

Flyndaran 01-14-2017 06:52 PM

Re: [Basic] Skill of the week: Traps
 
I was thinking more like MacGyver that used basic chemistry for traps in a few episodes.

whswhs 01-14-2017 10:12 PM

Re: [Basic] Skill of the week: Traps
 
Quote:

Originally Posted by Humabout (Post 2070189)
Chemists can make explosives, corrosives, tear gas, etc., not just poisons.

My primary point was that poisoning someone called for Poisons skill rather than Traps skill. I suppose you could use Traps for a delivery system, but making a poison that worked would call for Poisons.

My secondary point was to question using Chemistry to do poisons at all. The Basic Set says that Poisons defaults to Chemistry-5 or Pharmacy-3, which seems to say that though anyone in those professions will know a little about toxic effects, details like taste, dose, detectability, and concealment may be outside their competence.

evileeyore 01-14-2017 11:30 PM

Re: [Basic] Skill of the week: Traps
 
Quote:

Originally Posted by whswhs (Post 2070209)
My primary point was that poisoning someone called for Poisons skill rather than Traps skill. I suppose you could use Traps for a delivery system, but making a poison that worked would call for Poisons.

My secondary point was to question using Chemistry to do poisons at all. The Basic Set says that Poisons defaults to Chemistry-5 or Pharmacy-3, which seems to say that though anyone in those professions will know a little about toxic effects, details like taste, dose, detectability, and concealment may be outside their competence.

Your the first person to mention poisons, so you questioning it's utility for making Poisons sounds odd.

Flyndaran 01-15-2017 02:31 AM

Re: [Basic] Skill of the week: Traps
 
Quote:

Originally Posted by evileeyore (Post 2070216)
Your the first person to mention poisons, so you questioning it's utility for making Poisons sounds odd.

What other purpose would Chemistry have with regards to traps other than poisons/toxins of some sort?

whswhs 01-15-2017 02:58 AM

Re: [Basic] Skill of the week: Traps
 
Quote:

Originally Posted by evileeyore (Post 2070216)
Your the first person to mention poisons, so you questioning it's utility for making Poisons sounds odd.

d10 said, and I quote, "Its a great skill that can be completely deadly in the hands of a chemist (who has the right knowledge)." That sounds like poisons to me.

Ulzgoroth 01-15-2017 03:51 AM

Re: [Basic] Skill of the week: Traps
 
Quote:

Originally Posted by whswhs (Post 2070234)
d10 said, and I quote, "Its a great skill that can be completely deadly in the hands of a chemist (who has the right knowledge)." That sounds like poisons to me.

Whether d10 meant poisons or not, Humabout presented a list of non-poison deadly chemistry...

johndallman 01-15-2017 04:43 AM

Re: [Basic] Skill of the week: Traps
 
There's no need to set verbal traps for each other, guys.

(E) 01-15-2017 05:05 AM

Re: [Basic] Skill of the week: Traps
 
Quote:

Originally Posted by Flyndaran (Post 2070231)
What other purpose would Chemistry have with regards to traps other than poisons/toxins of some sort?

Here are a few ideas, Explosives, triggers, timers, adhesives, lubricants.

malloyd 01-15-2017 05:52 AM

Re: [Basic] Skill of the week: Traps
 
One thing that's a bit irritating about Traps (and to a degree it's close relative Lockpicking) is how poorly it fits in with the rest of GURPS tech skills. I tend to think of it as a slightly odd version of Mechanic, which I also consider the appropriate skill to build or sabotage a machine, but then people use it for design too, so maybe it's Engineering?


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