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#1 |
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Join Date: Oct 2012
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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? |
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#2 |
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Join Date: May 2013
Location: Ellicott City, MD
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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.
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#3 |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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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.
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#4 | |
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Join Date: Oct 2009
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Quote:
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. |
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#5 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Are those reasonably plausible for a non-DF campaign? Edit: yes, reasonably.
Last edited by johndallman; 04-26-2014 at 08:15 AM. Reason: bought DF4 |
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#6 |
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Join Date: Jun 2013
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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. |
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| Tags |
| toolkit, trap |
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