obcidian_bandit said:Yep, not illegal unless you're doing something illegal.
People always ignore that last part, that's why I quit having that argument with people.
jonwquigley said:Mouse traps and buzzers are the most common mostly because we can't physically create, or safely create the types of traps that would exist in the Alliance world.
What we can do is spice up the traps we do have. Consider adding counter balances to your traps to change the mechanics of its operation Or a time delay by using a slowly leaking bottle of water or sand. Remember the noise maker part of the trap is only one small and actually insignificant part of the whole. The noise it makes or doesn't make is only an indicator of success or failure.
Imagine a doorway covered in so many string you can't get through and just out of reach is a mouse trap that's held open by the string. If you cut it it snaps. This is a reverse tension trap because its held open against the tension of the mouse trap spring.
So cut the line the tension is released the trap snaps. But there's so many strings in the way which do you cut and where? Now add false leads more than one string on the trap or even more than one trap.
That's just one simple example. There is almost no limit to how you can complicate a simple trap.
jonwquigley said:But there is a trap many forget about. The Dead Fall.
There are a few people out there in the Alliance whom have had the misfortune of one of my traps literally dropping a mattress on them.
So use your imagination and enjoy.
Alliance Rulebook said:Massive Mechanical Traps: Massive mechanical
traps represent collapsing ceilings,
rockfalls, giant scythes, and other such contraptions.
They are completely immoveable and
have a minimum size of 3’ by 3’ by 3’.
Anyone struck by any part of the trap when
it goes off takes the full damage of the trap.
Massive mechanical traps must be rebuilt after
they are set off and cannot be re-armed.
Massive mechanical traps are usually represented
with pillows, plastic trash bags filled
with newspapers, and other soft items.
Wraith said:The problem, of course, is that the general trap-opening method in many places is 'hand all your stuff to the healer, go kick it, get a cure light'.
As long as a level one spell can effectively counter any trap that a PC could build, there's not much reason to overcomplicate the triggers.
tieran said:Wraith said:The problem, of course, is that the general trap-opening method in many places is 'hand all your stuff to the healer, go kick it, get a cure light'.
As long as a level one spell can effectively counter any trap that a PC could build, there's not much reason to overcomplicate the triggers.
Unless of course there is a reason to not set off the trap. Like stuff (Feel free to insert a complaint about how any good treasure that you would find would not be destroyed y the trap anyway because the magic item system/treasure policy is broken... I know you want to... ;-)) or to remove the possibility of an ambush (as in "Don't set off the trap it'll wake up the guards), for two possibilities.