Searching, Stealing, and Trap Rules

Dunno what to tell you other than see thread here: http://alliancelarp.com/forum/threads/poles-rope-and-areas-of-effect-question.28282/

In general though, the trap rules for this game are really poorly done and badly need a revamp.

Per that thread, the comment was on mechanical traps, which are not the same thing as weapon traps. There is no category for "mechanical weapon" trap. There's nothing in either the mechanical trap or in the weapon trap that would seem to allow for blocking it–the language on mechanical traps is that if it hits you it hits you, the language on weapon traps is that you just have to set it off. No chance to block.

Evan, weapon traps specifically state that it does not have to connect with a weapon prop, cuz you know everyone is a different height and getting hit in the eye is not fun. Therefore, if you do not have a dodge, parry, evade, or repost with weapon in hand, you take it.

The ARB is very clear on this point and there's been no errata from ARC I have seen: "the weapon does not have to actually spring forward and hit you for the trap to be effective."
 
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So... Does the thrown weapon/object result in an injured thrower? If so, can the Marshall overseeing make the call that it traveling fifty feet and around a tree to hit you is ridiculous and negate it?
 
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Both NERO and Alliance used to have the rule that a weapon trap had to actually hit the person. Since this involved some serious Rube Goldberg engineering OOG, AND the notion of setting up a padded stick to swing blindly and hit someone in what we sure hope is a safe manner is about the combined dumbest idea in human history, Alliance got rid of that. (Note: NERO did not, which is why you pretty much never, ever see this type of trap used there.) Now, to my understanding, weapon traps have to involve the physrep and tag of the weapon, but it has a standard trigger that represents like a 2-handed sword cleaving your head in half or whatever.

Trace
 
Would something like this be an acceptable weapon trap?

Not sure if people are overly worried about nerf darts.
 
sounds kinda violent... lol. But yeah, things that actually fly are amazingly cool, butthey would have to be passed on a case by case basis. Even if accepted, they still do NOT have to hit the person to cause damage. It would just be really cool if they did.
 
Fair enough. I could probably adapt something like this to fire a bunch of spell packets instead. All in all it doesn't look particularly complex to assemble. Would you have use for a bunch of traps like that if I were to, say, make up a bunch and donate them? I really like the idea of trapped rooms, areas, etc. Give the legerdemain skill owners more opportunities to use their skill.
 
Fair enough. I could probably adapt something like this to fire a bunch of spell packets instead. All in all it doesn't look particularly complex to assemble. Would you have use for a bunch of traps like that if I were to, say, make up a bunch and donate them? I really like the idea of trapped rooms, areas, etc. Give the legerdemain skill owners more opportunities to use their skill.

I would have to confirm with Jesse, but I think in general we'd be happy to take traps of different sorts. Functionally, because it isn't part of the mechanics of the trap (even if the packets miss you the trap will still affect you), I'd rather anything donated in this regard not fire anything, but rather just use the standard trap trigger rules.
 
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