PASS ARC Proposal: Traps & Trap Adjacent Items

A.mungo

Scout
Marshal
Atlanta Staff
Summary: This vote updates a number of items related to Traps. First, no more game room traps, second all trap avoidance rituals and current ritual effects will be allowed to be reallocated utilizing the conversion systems used during the 2.0 conversion, third the Danger Sense Tinkering ability will change to act as a limited use ability to avoid the affects of traps which would otherwise trigger during the process of setting them only.
  • Remove Game Room Traps: Remove the ability for traps to be deployed as Game Room affecting effects.
  • Remove Trap Avoidance Ritual: Convert to points using the rules and values used for the 1.3 to 2.0 magic item conversion and allow players to spend those points on other ritual effects following the rules established during the prior conversion.
  • Update the Danger Sense Tinkering ability as follows: Danger Sense - 2 - Daily - Prerequisite: Tinkering 15, Careful Hands - When in the process of arming a trap, if the trap triggers, this ability can be used to avoid the effect of the trap, though the trap is still expended.

Vote: Remove Game Room Traps, Remove Trap Avoidance Ritual, Update the Danger Sense Tinkering ability [PASS]
The following chapters voted for this policy: NEPA, Atlanta, New Hampshire, Gettysburg, Wisconsin, Chicago
The following chapters voted against this policy: Crossroads, Minnesota, Las Vegas

Synopsis of conversations: There were a number of conversations which led up to the current version of this proposal about Explosive Traps, Game Rooms, and Trap Avoidance. Some that were in support of this change were due to the often problematic nature of who is most often affected by traps going off (observers/non-participants), while those voices against mention the utility of a team having the additional tools in the kit.
 
This is intended to be a 2.1 adoption vote, and the changes will be reflected within the 2.1 rules.
 
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