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Posted: Thu Nov 30, 2006 6:04 am
by Peregrinus
I can see that backfiring a lot. For instance:
RandomUnluckySorcerer (Rus): "Ok, got in position to ambush the bandits."
*scrolls over a bandit to do an examine action, instead accidentally clicks the random sign behind the bandit as the bandit moves*
Rus: "Why am I moving? Why am I touching the sign?"
*invis drops from interaction, Bandit looks over and notices*
Bandit: "Hey, what are you doing looking at my sign?!"
*Bandit cut's Rus' guts out and throws his body to the wolves*
Posted: Thu Nov 30, 2006 6:05 am
by Tinuvhiell
So, what's wrong with that?

Posted: Thu Nov 30, 2006 6:05 am
by Grayle
Lock all chests. Require keys from monsters for all chests.
Posted: Thu Nov 30, 2006 6:19 am
by Bottesini
We could also try putting a few dispel magic type traps around. This to me would make a bit of sense with the more powerful items. In turn this only really affects those that can not deal with traps. Alternatively it might be possible to lose invisability when opening a chest. Or at least give the critters inside to see if the chest is magically opening on its own.
Posted: Thu Nov 30, 2006 6:21 am
by ChikenKannon
Grayle wrote:Lock all chests. Require keys from monsters for all chests.
Lock all the chests with a DC 18+(area level)
***Hear me out, this way it is possible for a lockpicker to be needed but not required (see below).
Creatures drop keys
***Yes creatures drop keys so that they are a valuable resource, Bug Bear keys for the bugbear caves which remove the lock on chests. Preferably at a rate of 1 key for every 2 chests so that the group can either decide to wait for the spawns or just "Break that mutha" open and take it's shattered contents.
Trap chests with a Single target dispel magic and trap the area AROUND the chest or in the doorway to the chest with a hurty trap.
***This way it is hard to open the chest while ninja-ing the whole way, while at the same time leaving unpleasant surprises. I LOVE traps, it's such a great way to break up the gameplay, combat, rping, trap avoidance/disable and I would hate to see one of those removed. Plus it adds a need for more than just a mashy guy, a hurty guy and a really mashy guy.
The upside is these things wouldn't slow down gameplay and RP elements as much as requiring keys.
These three things would require a ninja rogue who was able to make it past (I have no idea how it is possible) without triggering a single trap, being spotted and unlocking the chests without killing an enemy and getting their key.
A mage with open lock and invisibilty would be caught by the dispel trap. Unless they had a high disable trap (Can be adjusted to make it so that only above par trap breakers can walk away most of the time).
The downside is that this would take alot of additional setting up, so I hope someone else can find a way that doesn't involve so much work for the builders.
Posted: Thu Nov 30, 2006 7:39 am
by Dm Chicken Little
Get rid of the chests.
Posted: Thu Nov 30, 2006 8:55 am
by k9burn
Dm Chicken Little wrote:Get rid of the chests.
Sadly I tend to agree.
There are far too many chests...which makes it harder to keep track of all problem areas.
Fewer chests, fewer treasure areas to deal with.
For the few places that have chests and nice loot, they should be well guarded, trapped, locked...and um...possibly hidden.
For flavor, add in a few 'secret' areas (requiring good search to find) for rogues to get some treasure without requiring combat. Of course this will require them to roll well on disable/open. If their disable fails, they get jumped!
Posted: Thu Nov 30, 2006 9:52 am
by Dusty
An on open script to solve the problem:
Code: Select all
#include "nw_i0_spells"
void main()
{
RemoveSpecificEffect(EFFECT_TYPE_INVISIBILITY,GetLastOpenedBy());
}
Posted: Thu Nov 30, 2006 4:02 pm
by Deodeath
Can't you make it to where when you try to open/close something you lose your invisiblity?? Or is that too much?

Posted: Thu Nov 30, 2006 4:57 pm
by Dusty
Grayle wrote:Lock all chests. Require keys from monsters for all chests.
I like this idea myself. It reminds me of Guild Wars, where monsters might randomly drop a generic key for the area that can be used to open randomly dispersed chests.
That said, I still think cancelling the invisibility isn't a bad idea, just that Gray's idea keeps rogues and wizards out. Sure I could add to the script above and have it roll a move silently check, but the idea of forcing players to kill the monsters to open the chests is only flawed in that it makes open locks / knock a little less useful.
Posted: Thu Nov 30, 2006 5:20 pm
by Kazak
*sorry was a spoiler*
Posted: Thu Nov 30, 2006 6:21 pm
by Dusty
Kazak wrote:Dusty, think of Kalam's den and the painting. You have to kill the monster to get the key to get to the place where you HAVE to have a rogue. There is a way to lock up the chests/treasure AND have a use for a rogue.
That's why I made my words a little ambiguous and said a
little less useful ^^; I don't think I've been to Kalam's Den yet though...
Posted: Thu Nov 30, 2006 6:29 pm
by Zephis
Dm Chicken Little wrote:Get rid of the chests.
well.. I have to say... chests are... kind of.. traditional.. its like the 10ft x 10ft room with a locked chest and an orc guarding it... you know ? *Grins*
Posted: Thu Nov 30, 2006 6:59 pm
by Dm Chicken Little
Think of it this way.
You get rid of chests, and instead find a way to put random drop of treasure on monsters in those areas. yes, this then suddenly reduces the need for a rogue even more.
Well, how about some unique treasures drop in locked boxes you need the rogues for, or put in some areas where the treasure is behind doors which only can be picked open. Even inside those rooms, monsters which put up a fight will exist.
Or we find a way to tax mages...use of reagents, cost of spell, cost of gold instead of reagents for spells like invis and the like.
Posted: Thu Nov 30, 2006 7:17 pm
by muletang
Have it so that when a chest is opened, if an enemy is there, they get a 2 round +20 on their spot/search (can't remember which is relevant), enough to see em and attack em.