Re: [Basic] Skill of the week: Traps
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You can talk about buying chemical adhesives or other substances not directly lethal, and using them in making a trap, and maybe Chemistry would let you concoct your own. But I don't think that means that Chemistry substitutes for Traps. After all, a trap might very well have parts made of wood or metal, but neither Carpentry nor Machinist is a substitute for Traps skill. Ultimately, I think, the point of Traps skill is not what specific materials or components you use to make the traps, but the specific intent of detecting, restraining, injuring, or killing, and the ability to look at a variety of components and materials as means to that end. |
Re: [Basic] Skill of the week: Traps
I drew a picture of my original character making a Per-Based Traps roll to spot a trap and attempting his IQ-based roll to figure out how to safely disarm it. He's Taking Extra Time because his base skill is 12 and he doesn't have any monsters to worry about at the moment.
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Re: [Basic] Skill of the week: Traps
I think traps is ultimately about detection technology. Its about using technology to determine when someone you don't want is in a location and then triggering something in response. In some respects its also about aligning the response with the intruder: lining up the crossbow with the door frame and so forth.
If you want to do something special, bringing in other skills is totally appropriate. Examples include explosives, chemistry, and armory (you either buy your swinging blades, or you make them with the appropriate skill). |
Re: [Basic] Skill of the week: Traps
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Re: [Basic] Skill of the week: Traps
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