A plea: Keep traps fun and relevant


Pathfinder Online


Traps are fun! A high perception DC here, a little poison there, and with a good craft trap roll a player can make something really awesome in pathfinder. Keeping the craft trap skill relevant will do a lot for the game.

First of all, it's an excellent skill for merchants (who may sell pre-made traps), workers (who may want to keep some protection around) and for general combat awesomeness. Traps also allow for some incredibly interesting PVP opportunities, and the ability to set them should exist in game.

Goblin Squad Member

Set up traps in choke points then luring your opponents in for the kill would just be good times for all involved!!

Goblin Squad Member

And non-lethal capture traps for prey...yes...of the slave variety.

Goblin Squad Member

Oh yes! Traps can be as fun as monsters, if not more fun. Heck, in the movie Indiana Jones and the Last Crusade, the last third of the film is nothing but traps, and look at how exciting that can be! The only problem is, once again, how to implement them in ways that other theme parks haven't; in other words, how to not do it badly. (I take that back; LOTRO's Forsaken Inn dungeon has some fun traps, but those are more like puzzles, or D&D 4e's "skill challenges".) WoW tried doing traps for a little bit, then gave up when they realized they had given all the anti-trap skills to only one class: Rogues. In WoW, keeping traps in the game mean that a rogue was required in parties, and removing traps meant that rogues suddenly became useless.

The lack of classes in PFO means that traps can suddenly become interesting again, since everyone is capable of learning to find/disarm them. And of course, you can always disarm them the hard way... "Hey, monk! There's a huge sack of gold just past that tripwire!"

So yes, please put traps into the game. That's one challenge that doesn't need aggro mechanics!

EDIT: Wait, you can't underline using HTML tags? Oh well.


One of the main problems with traps and in particular abilities that allow the user to scout out traps is that they're always in the same place in Theme Parks.

I remember specific rooms where traps were known to be in WoW and it was a simple matter of avoiding them. Detecting them was never useful, disabling was pointless.

With the potential for randomized dungeons (I imagine they will be modular sections put together at random based on what Ryan has said however he has in no way actually stated this and it's just an assumption) then that means that traps and looking out for them will always have the potential to be a fun element to every dungeon.

Goblin Squad Member

Zidash wrote:

One of the main problems with traps and in particular abilities that allow the user to scout out traps is that they're always in the same place in Theme Parks.

I remember specific rooms where traps were known to be in WoW and it was a simple matter of avoiding them. Detecting them was never useful, disabling was pointless.

With the potential for randomized dungeons (I imagine they will be modular sections put together at random based on what Ryan has said however he has in no way actually stated this and it's just an assumption) then that means that traps and looking out for them will always have the potential to be a fun element to every dungeon.

Actually, IIRC there were traps in the first hallway in Icecrown Citadel that triggered some extremely large and powerful enemies. These traps were randomly placed and it was a good idea to send a rogue up to find them and note their position, or disable them so you didn't trigger them in the middle of a fight.

Lantern Lodge

also if i can build a dungeo/house/castle then other players will also need to find/diable those too. if they are good enogh to beat my craft skill anyway

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