Do the right thing! Boycott Find Traps!

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Brock Fanning
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Do the right thing! Boycott Find Traps!

Post by Brock Fanning » Fri Jul 11, 2003 12:25 am

This spell seems to be an obvious attempt to make spellcasters solo-able in the official campaign. In multiplayer it really doesn't make sense, and it takes rogues and bends them over and spanks them and then when they try to get up it bends them over and spanks them again. (oh, not only does it FIND traps, it also DISARMS them... hence the two spankings).

I'll admit I've been gleefully using it with Hargas, but it just hit me how it screws over rogues, so I'm going to unlearn at first opportunity.

About Knock... *shrug* Don't know
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makeshiftwings
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Post by makeshiftwings » Fri Jul 11, 2003 12:39 am

I definitely agree.... finding traps is bad enough, but automatically disarming them is awful. I played a rogue in the SoU OC, and then found the amulet that casts Find Traps 3/day, and felt really stupid for all the points I had put into Search and Disable.
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Post by maxinion » Fri Jul 11, 2003 1:25 am

Bioware actually has stated somewhere that find traps was put in to let clerics solo. So yeah, don't use it. Or better yet, change it.
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Post by Bear » Fri Jul 11, 2003 3:14 am

Ok, this spell is Broken?plain and simple?.Broken? Any 2nd level spell that allows the following effects is screwed:

a. Detect all traps in colossal are (regardless of trap type and DC)
b. Disarm all traps in colossal area (regardless of trap type and DC)

Not bad enough? Well consider the spell also allows you to:

c. Detect all traps that are made ?non-detectable? in the tool-set.
d. Disarm all traps that are made ?non-disarmable? in the tool-set.

I?ve spent 16 levels religiously giving Valendel detect and disarm traps. There are traps in Avlis that I?m only now beginning to master?. However, now any 3rd level cleric or 5th level Bard, Wizard, Sorcerer can do everything he can do AND way more. :evil:

Please please please please script a change to this spell in Avlis. There is a script at: http://nwvault.ign.com/Files/scripts/da ... 9182.shtml that modified the spell for sanity. It does two checks, one for disarm DC and one for detect DC taking into account the disarmable and detectable flags in the tool set. Both checks use the caster?s DC for the spell +20, as a standard. Frankly, I don?t think the spell should exist, but if you all are committed to the spell can we consider implementing this script?

Thanks for the consideration,

Bear
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Post by eNTrOpY » Fri Jul 11, 2003 3:17 am

Personally I don't mind the detect part of the spell, it is called FIND traps after all

I do however mind the disarm part.
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Post by Bear » Fri Jul 11, 2003 3:32 am

Agreed, with one caveat. There are traps you can make in the tool set that are "non-detectable." For example, you could make a temple to an evil god that is filled with traps you cannot see or disarm. An epic rogue with max search couldn't find these things and would need to find the "right" way to proceed by following clues in order to avoid the traps. However, a low level cleric could waltz through the thing after resting a couple of times....

I bet it was a mistake when they made the spell detect and disarm these types of traps.

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Post by makeshiftwings » Fri Jul 11, 2003 4:59 am

The official PNP version of "Find Traps" is nowhere NEAR this powerful. All it does is let you use you make a Search roll as if you had a level in Rogue, meaning that you can detect traps above DC 20 (in PNP only rogues can detect traps greater than DC 20). It doesn't even give you a bonus to Search or anything. Definitely doesn't find all traps automatically, and DEFINITELY doesn't disarm them.
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Post by Aradan Kir » Fri Jul 11, 2003 8:24 am

maxguy25 wrote:Bioware actually has stated somewhere that find traps was put in to let clerics solo.
but it's not needed to let Clerics solo - they can just use the Aradan method of disarm trap ...... bash the f**ker with a big hammer !!!

I agree with all those calling for it to be FIND traps only
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Post by Dirk Cutlass » Fri Jul 11, 2003 9:18 am

Er.. I thought the spell had already been "knobbled" .. there was talk about it before (months ago). I thought the spell had been changed so it's area of efffect was restricted to close-range only, thereby making it just a one-shot disarm... Which still isn't right, but at least it's not the uber-spell that Bioware put in.

Hmmm, maybe I'm getting confused - maybe that was "knock" that was "knobbled"? I'll dig up the reference.

[Edit: Found it viewtopic.php?t=11122, it was to do with the Knock spell, but IMHO something similar could be done to knobble Find Traps]

BTW, I've never used Find Traps: 1) it takes up a spell slot, 2) I have a little skill in disarming anyway, this is usually enough. If there's a trap I still can't disarm (or set off) then that's when you have to call in the professionals ;)
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Post by Ykirhs » Fri Jul 11, 2003 5:29 pm

makeshiftwings wrote:The official PNP version of "Find Traps" is nowhere NEAR this powerful. All it does is let you use you make a Search roll as if you had a level in Rogue, meaning that you can detect traps above DC 20 (in PNP only rogues can detect traps greater than DC 20). It doesn't even give you a bonus to Search or anything. Definitely doesn't find all traps automatically, and DEFINITELY doesn't disarm them.
Since when did Bioware give a hoot about the PnP? (Yes, I am half-joking) Maybe they were using the Baldurs Gate version as a reference...
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