Trap Skills

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- implementing the suggestion is impractical, or too much work for the gain
- the suggestion is thematically against our design philosophy
- the suggestion is too detailed/low-level
Keep your suggestions broad and focused on RP benefits, please, not detailed suggestions of how to tweak X class.

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Baseili
Posts: 222
Joined: Fri Jul 21, 2017 6:09 pm
Location: England

Trap Skills

Post by Baseili » Mon Dec 11, 2017 2:09 pm

Would it be possible to mimic the base skill points invested in Set Trap to also be applied to Disable Trap for Rangers, and vice versa for Rogues/Assassins? Perhaps gated by class level to prevent jack-of-all-trades character dips?

It would finally allow Rangers to recover/disable any traps they lay down whilst saving a stack of skill points on Assassins and Rogues. Granted traps aren't widely used but this little boon would no doubt be welcomed on three classes in need of something a little extra.

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miesny_jez
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Joined: Mon Sep 15, 2014 11:03 am
Location: Ireland (Poland)

Re: Trap Skills

Post by miesny_jez » Tue Dec 12, 2017 5:47 am

Sorry but that won't be happening - unification of Set/Disable Trap into one skill.

Traps are already recoverable by their owner with Automatic Success and DC1 (if I recall correctly). Meaning if You put down a trap You have 100% chance to recover it EVEN if You invested only 1 point into Disable Trap.

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