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Arkun
 
PostPosted: Sun, Jan 22 2017, 19:52 PM 



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Joined: 14 Aug 2015

Some of the traps in the lizardman caves can be a bit... Extreme.


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I mean, this is an area for 4-8 at absolute max.


 
      
Arkun
 
PostPosted: Sun, Jan 22 2017, 19:57 PM 



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Joined: 14 Aug 2015

And I just tripped another for 48 damage. Low HP classes, beware.


 
      
TormakSaber
 
PostPosted: Sun, Jan 22 2017, 22:20 PM 

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Joined: 16 Dec 2004
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Sounds like a mis-set trap trigger. Can be fixed, to only spawn low end traps.

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Arkun
 
PostPosted: Wed, Feb 01 2017, 21:32 PM 



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Joined: 14 Aug 2015

Bump a bit:

The doors in the Lizardman Caves are a bit awful as well, considering unless you're a rogue with pick lock or have decent strength (aka: not a caster) you're going to be either wailing away at the doors uselessly and hoping for some magical roll that beats the DC check, or you're best off going somewhere else.

Edit: Also, unlike treasure chests, your familiar/animal companion/summon can't do anything to knock open one of these doors, so if you're a spellcaster (without the fairy), you're SOL!


 
      
Amarice-Elaraliel
 
PostPosted: Thu, Feb 02 2017, 0:31 AM 

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Joined: 20 Jan 2006

Yeah those traps are all far too hefty for that ECL. And there is plenty of them. For that a lot of the spawns do not work.

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Frozen-ass
 
PostPosted: Wed, May 03 2017, 18:15 PM 

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For reference:

msheeler wrote:

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TormakSaber
 
PostPosted: Wed, May 03 2017, 22:55 PM 

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http://nwn.wikia.com/wiki/Trap

That is an Average electric trap. My suggestion is to remove Electric traps from he rotatino or do some special coding for them because they are by far the most powerful traps, with even the minor version doing an AoE 8d6 damage.

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Mushidoz
 
PostPosted: Sat, May 06 2017, 18:08 PM 

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Joined: 08 Oct 2012

Just gonna chime in really quick here and say this --

If you bring a rogue along, you'll "probably" have free experience (I say "probably" because not all traps are scripted to give exp). Saya has a 1 skill point investment on disarm trap and open lock, and I currently can deal with 83 DC doors (and could go higher with more equipment), so it isn't a big investment to have 1 point in those skills.

So, while the traps might be powerful (electric traps deal high dmg, even low ones), they tend to have higher DCs than the other traps - and so they will provide more experience than the other traps... that is, if you either invest 1 point in that very useful skill or if you find someone who was clever enough to do it for you.

P.S.: All my characters, rogues or not, have one in those skills. Never regretted.

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Commie
 
PostPosted: Sat, May 06 2017, 22:20 PM 

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Joined: 02 Dec 2015

I like 30 points in stuff like open lock or trap skills for rp purposes.

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