Then have admin look over it and see if they want to go with the proposal by method of democratic vote.

Want it changed so bad, put some work into it rather than just complaining about it. Precendence can be cited with the Planetouched issue.
Moderator: ALFA Administrators
Weaksauce. A couple of prestige classes (lord help me, the actual Trapsmith class is god awful - Combat Trapsmith is only mildly better) and a couple of alternate rules does not account for "even better represented [in PnP]."Mulu wrote:Yeah, I should have known better than to believe the peeps saying portable traps weren't in PnP. If anything, they are even better represented there. Guess that kills the PnP argument against.
Traps will be fine in the game if appropriately constrained. Some may think that minors alone would work - personally I think indeterminate damage is a bad thing, but maybe cost is a sufficient deterrent. That of course is entirely server-economy-specific, so it's tough to argue in advance.Mulu wrote:Now, let's get traps put back in the game where they belong please.
Makes me want to look over all the other changes made to the game.... Seems like ALFA NWN2 became a Rusty and Veilan "homerules" campaign somewhere along the line.
Wrong. My PC defeated challenges about 4 CRs higher than him through traps without taking any damage and at only marginal expenditure of funds. They were unbalancing under NWN1, and should be removed for precisely the reason Mulu suggests.Mulu wrote:Again, ALFA NWN1 has, through several years of playtesting already proven that they are not unbalancing, so that argument fails.
I don't think traps are unbalancing in NWN1 (if used within reason), but I do think some of the trap kits do way too much dmg. But quite honestly, I doubt you can safely defeat challenges 4CRs higher with traps in NWN2. The greatest advantage NWN1 traps had going for them was the take 20 system. Basically, no matter how many enemies you had to defeat and how far they were, as long you could pass your stealth checks you could lay all your traps kits without any chance of fail. The way NWN2 handles trap setting, there's always a chance your trap will blow up in your face and that chance grows with the expected dmg. Without taking 20, NPC laid traps become much more dangerous and PC laid traps becomes much less reliable.AlmightyTDawg wrote:Wrong. My PC defeated challenges about 4 CRs higher than him through traps without taking any damage and at only marginal expenditure of funds. They were unbalancing under NWN1, and should be removed for precisely the reason Mulu suggests.Mulu wrote:Again, ALFA NWN1 has, through several years of playtesting already proven that they are not unbalancing, so that argument fails.
Se'rie Arnimane: Time is of the essence!
Nawiel Di'malie: Shush! we're celebrating!
I'll happily grant that my experience with NWN2 traps is limited. By the time you could get them in the campaign at a reasonable clip, you had high enough set skills not to worry too much about it. In general, you can get yourself to a point where trap DCs are really just time-based worries, because I believe the explosion is not an on-1 condition (can someone check me on that?), but a fail-by-10 condition. With a modicum of intelligence, most PCs won't really take that risk terribly often (and things like bard inspirations and heroism can make it easier still in the fixed-defense situation). And in the cases I mentioned, since I had all the time in the world, it would have worked out the same.psycho_leo wrote:I don't think traps are unbalancing in NWN1 (if used within reason), but I do think some of the trap kits do way too much dmg. But quiet honestly, I doubt you can safely defeat challenges 4CRs higher with traps in NWN2. The greatest advantage NWN1 traps had going for them was the take 20 system. Basically, no matter how many enemies you had to defeat and how far they were, as long you could pass your stealth checks you could lay all your traps kits without any chance of fail. The way NWN2 handles trap setting, there's always a chance your trap will blow up in your face and that chance grows with the expected dmg. Without taking 20, NPC laid traps become much more dangerous and PC laid traps becomes much less reliable.
Looked better to me, they had a lot more options.AlmightyTDawg wrote: Weaksauce. A couple of prestige classes (lord help me, the actual Trapsmith class is god awful - Combat Trapsmith is only mildly better) and a couple of alternate rules does not account for "even better represented [in PnP]."
And here is where you lose. Playing D&D in a largely DM-less CRPG environment fundamentally changes the strategic dynamic. Bioware gave rogues traps because rogues lost the ability to climb walls, make disguises, use garrotes, etc etc. Rogues, more than any other class, get grossly nerfed in a DM-less CRPG environment. Traps are rebalancing.AlmightyTDawg wrote:It's not just that the items are not base canon, but that the discussion that's involved here fundamentally changes the strategic dynamic.
Anyone who can cast Ghostly Visage and swing a sword could do the same.AlmightyTDawg wrote:I mean, carried to logical conclusion, I could defend a structure/pass/etc. against 50 orcs with a single Rog5 that has enough time on his hands.
Who says they are non-magical? Alchemy is a form of magic.AlmightyTDawg wrote:The discussion of IEDs and such things is investing traps with an a) ease of use and b) lethality which is just not appropriate to non-magical traps.
Spellcasters do it, and do it better.AlmightyTDawg wrote:Just fundamentally allowing pre-fabbed damage in disposable (and salvageable) format for high quantities of damage is basically at odds with the system.
Not anymore, NWN2 requires a roll, no take 20's allowed. You roll a 1, and a 10th level rogue would get even a minor trap to explode in his face. A stronger trap would of course do yet more damage. Epic fail here TDawg.AlmightyTDawg wrote:Even further that traps involve no inherent risk to the trapsetter
Those powerful traps are *really* expensive in the toolset. Have you even looked? You're talking about an item that is only useable by people with a specific and high skill, can backfire and does less damage than a spellcaster of the same level. On the balance issue, you lose kiddo.AlmightyTDawg wrote:I believe that it also has to stay reasonably consistent with the idea that whatever it does should be able to kill/injure 1st, 2d, and maybe 3d-level characters but generally not scale upwards without magical influence or incredible alchemical cost/skill.
It is to classes that are typically low in strength in a world without bags of holding.AlmightyTDawg wrote:The way I see it, your constraints are a) weight (which is typically not a constraint in PnP by the mid-levels)
Should be effected by weightAlmightyTDawg wrote:b) density (how many can exist in a reasonable kill-zone area)
You get a reflex save, welcome to D&D. I assume all portable traps use tripwires, not pressure plates and such. Apparently they use a tripwire set in the shape of a square that's about 10x10.AlmightyTDawg wrote:c) trigger (tripwires should be limited in scope and should include a decent percentage to not actually trip the wire
Less than an equivalent level spellcaster could do.AlmightyTDawg wrote:e) damage output.
Your comparisons are all useable by anyone, thus fail. Traps are specialized and can backfire.AlmightyTDawg wrote: Just by way of comparison to some SRD items
Oh please, they are both in NWN1 and in NWN2, and were put there largely to rebalance the rogue. Taking them out is a "homerules" decision, one made without community input.AlmightyTDawg wrote:But to think that the existence of obscure rules and prestige classes in late-development-cycle supplements somehow necessitates their inclusion is absurd. Nor does the use of traps in NWN1
Thank you for confirming who I need to blame. I thought so.AlmightyTDawg wrote:Honestly, I think that enthusiasm aside, Rusty-Velian got the far, far, far better of this argument.
Right, but in NWN2 your rogue no longer gets a take 20. That's a HUGE difference in power output, as well as a potential risk of death with the right trap. I already suggested making traps non-recoverable, thus making you have to buy or craft them. That change, plus added weight, nullifies all balance arguments made in this thread.brokenbone wrote:My own trap happy NWN1 rogue should be able to blow up a few blocks of Selgaunt with his current trap collection (much of which gets collected, for free, from dungeon floors / adventure zones in DM'd sessions).
Se'rie Arnimane: Time is of the essence!
Nawiel Di'malie: Shush! we're celebrating!
It's this kind of reflexively irate response which only serves to marginalize oneself. I replied "Rusty-Veilan" because you did - so... wait for it... the only confirmation you got was me repeating your words. As I have said before, I have been out of contact in a large measure for about two years now, with occasional post-bouts when I'm trying to avoid studying for finals.Mulu wrote:Thank you for confirming who I need to blame. I thought so.
BTW, I think this trap fiasco is further proof that Standards should be dissolved. Since when did the DMA, whose job is supposed to be to supervise DM's, become the homerules maker of ALFA? First planetouched, then traps, both taken out of the game without discussion and as a matter of personal preference. This system needs to be changed immediately, and retroactively.
Then content yourself with this: traps are really not ready-for-primetime until around level 5 or so in NWN2. This is one of the many issues, like Warlocks, where a default rule coupled with the time to implement a proper solution, works very well around the in-game "sweet spot."Mulu wrote:I'm only worked up about this because I *know* it is a retentions issue. People like Rusty, Veilan and yourself may think that losing a few newbie members over stupid rule changes is no big deal, but for all we know the new players we lose today could have become the pre-eminent builders/DM's/HDM's/Admins of next year. We can't afford to lose new blood over personal preferences in the DMA core that overly deviate from expectations in new players, and there seem to be a lot of these personal preferences that have already made their way into ALFA NWN2.
Funny, what I read was that if you took picks in set trap, you need to rebuild your PC.AlmightyTDawg wrote:What I read did not give me the impression that traps were out entirely, or that even if they were, that it was not subject to reconsideration.