Started by fritz, January 29, 2007, 08:17:47 PM
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QuoteI wasn't sure the range of possible editing.
QuoteI wouldn't necessarily base the disarming capabilities on what type of trap however I would base the damage that trap does to each character based on their resistances.
Quote from: DeathCow on January 30, 2007, 03:07:28 PMI dont think mmud has a way, short of just using textblocks which doesnt work as an exit type, to alter the difficulty of disarming a trap.
Quote from: DeathCow on January 30, 2007, 03:07:28 PMUnfortunately, there is a small issue that you can fail to disarm a trap, and it be just stupid to get all the way to a new boss and have your theif die as he is trying to disarm the trap.
Quote from: fritz on January 30, 2007, 06:51:22 PMThieves should have a resistance to any trap if they fail.? In D&D these are called reflex saves, thieves excell in them, and so an idea would be to give thieves the ability to "save" against the full damage of the trap.
Quote from: fritz on January 30, 2007, 07:49:09 PMThat is bringing realism to the game which lacked in major mud.? Being specific on each style of trap I assume will take a lot of work, but it has it's rewards.
Quote from: DeathCowYes clearly I'm making a text porn. Lesuire Suit Mud.