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demon_llama

Joined: 25 Mar 2009 Posts: 500 Location: Lawton, OK (displaced BROWNS fan)
   votes: 19
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Posted: Thu Jul 29, 2010 12:40 pm Post subject: Traps |
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how do traps work in HEX?
i believe that "detecting" a trap is a case of opposed Stealth/Camouflage v. Perception. but assuming that our hero does not notice the trap when he steps on it, is there an avoidance roll (DEX?) or does he just get zapped? _________________ ...the rich
(My Game Files @ http://www.scribd.com/_the_rich) |
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Doc Nova Expedition Leader - 12 months


Joined: 21 Aug 2006 Posts: 302 Location: Indianapolis, IN
   votes: 14
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Posted: Thu Jul 29, 2010 12:51 pm Post subject: |
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As it is, traps are handled as the ref sees fit. If I recall correctly, I think Potter was working on a set of trap rules, although where I remember that from and if it is actually a memory and not planted by some Martian Queen, I can neither confirm nor deny. Maybe check the mythic eras site?
All that said, however, personally...I'd provide a two-step process when dealing with traps...
First, I'd allow a Perception/Investigation roll to notice them (depending on how the trap is set-up, where it is located, and so forth...a pit trap would fall under Perception, a posion needle in a lock would fall under Investigation (Search), in my opinion) and, therefore, avoid them altogether (or almost altogether, again, depending on the nature of the trap. Noticing a bomb as it explodes may boost your defense, but you're still likely gonna get some concussion/shrapnel effect). Then, depending on the success of the victim's detection roll, I'd grant a further mitigating reaction roll. This could be a Body roll in the case of a contact or inhaled poison, an Athletics roll to avoid the crushing boulder or barrage of darts, or even a Willpower (or maybe Focus) roll to resist compulsions.
If you go the simple route that the two-step defense simply ablates the trap's potency, then you'll want to stage the potency higher accordingly. If you go with the notion that the initial spot roll constitutes an "all-or-nothing" result, then you'll want to stage it closer to weapon damages, as it would (ultimately) be mitigated in a similar fashion.
Of course, this speaks nothing of the ability to disarm/arm/scavange from a trap if detected prior to triggering...
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demon_llama

Joined: 25 Mar 2009 Posts: 500 Location: Lawton, OK (displaced BROWNS fan)
   votes: 19
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Posted: Thu Jul 29, 2010 12:57 pm Post subject: |
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actually, the "trap" i'm working with is the old style steel-jaw "bear" traps. i was thinking a (Hard 4) Dexterity to avoid getting caught in it when it snaps shut (assuming you don't see it of course, if you see it you can automatically avoid it). _________________ ...the rich
(My Game Files @ http://www.scribd.com/_the_rich) |
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Doc Nova Expedition Leader - 12 months


Joined: 21 Aug 2006 Posts: 302 Location: Indianapolis, IN
   votes: 14
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Posted: Thu Jul 29, 2010 1:08 pm Post subject: |
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| Sounds groovy to me. What happens should you get caught? Just snared till something shows up? Snared and damage? Maybe something a bit more tailored, like actual Move "damage" coinciding with Health loss? |
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demon_llama

Joined: 25 Mar 2009 Posts: 500 Location: Lawton, OK (displaced BROWNS fan)
   votes: 19
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Posted: Thu Jul 29, 2010 1:10 pm Post subject: |
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well, they have "jaw" traps in SotSW (Oneida steel traps) that say you take damage (4L) to a limb, plus half movment. i like that. works for me. i'm just working on a slightly larger trap...
*evil giggle here* _________________ ...the rich
(My Game Files @ http://www.scribd.com/_the_rich) |
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Doc Nova Expedition Leader - 12 months


Joined: 21 Aug 2006 Posts: 302 Location: Indianapolis, IN
   votes: 14
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Posted: Thu Jul 29, 2010 1:38 pm Post subject: |
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Sounds devilishly fun!
With the popularity of Indiana Jones, and that whole penchant for traps, it was always an aspect of pulp I felt was unfortunately overlooked. However, it could be argued, that that is what a ravenous fan base is for.  |
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Prof_Scrumtumbler

Joined: 13 Aug 2006 Posts: 437 Location: Seattle, WA
   votes: 23
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Posted: Thu Jul 29, 2010 9:04 pm Post subject: |
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I figure deathtraps should be all over the board in terms of effect, how to detect them, and how to avoid them. Sometimes you even know they're there and what they do, but you have to figure out how to get past them without suffering awful things. It's a good opportunity to use call on different skills that don't always get used-- maybe one could call for Anthropology to figure out the proper sequence of letter-stones to step on...
(At some point, we'll be doing a perils scenario which features deathtraps in the appendix.) _________________ --M. Sechin Tower, EGS Lead Developer
Get some game ideas: www.sechintower.com/blog/
Get HEX scenarios and more: www.sechintower.com/exile.shtml
"What's the point of science if nobody gets hurt?" |
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P_Clapham

Joined: 10 Mar 2008 Posts: 113 Location: Amherst MA
   votes: 3
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Posted: Thu Jul 29, 2010 9:59 pm Post subject: |
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Hmm... maybe use a weapon as the base effect, then add the skill / strength of the attack, along with a difficulty on perception rolls.
Here's a dart trap for example.
Damage 2L, Five Foot radius
Perception Difficulty 3
A section of corridor with angry faces carved on the walls. It's obviously a trap, but which section of the floor sets it off? _________________ "When in doubt, have a man come through a door with a gun in his hand."
— Raymond Chandler |
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Bretbo Expedition Leader - 3 months


Joined: 02 Aug 2007 Posts: 406 Location: Beltsville, MD
  votes: 24
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Doc Nova Expedition Leader - 12 months


Joined: 21 Aug 2006 Posts: 302 Location: Indianapolis, IN
   votes: 14
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Posted: Fri Jul 30, 2010 6:26 am Post subject: |
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Yes! This is what I was referring to. It was Bretbo! Thank you! I wasn't crazy...well...at least not in regards to this... |
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