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#1 | |
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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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#2 |
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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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#3 |
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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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