Trap recovery and trap building
Trap recovery and trap building
It would be nice if traps from lockboxes (and other places?) could be recovered (with sufficient skill) and used as components to create new traps (or possibly alchemical items, depending on the nature of that trap - whatever makes that smoke bomb or fire blast or poison stab or whatever stuff you've got in traps seems like it'd be pretty useful in concocting something that does the same thing but that can be thrown at someone or put on a blade). I'm not sure how traps should work combat wise, other than that creatures with enough intelligence to make rational choices or enough perception to see the trap should probably have a mechanic that works like heat for hiding where once they've been hit a time or two it's going to be much harder to hit them again.
Re: Trap recovery and trap building
This has been on my to-do list as long as the basic idea of lock traps! Like utilizing the poison from needles, as well as giving the needles to physickers to be used in producing an antidote or temporary resistance/immunization serum. Or getting some Instant Darkness from the darkness traps for an escape or other hijinx. Stuff like that.
<Rias> PUT ON PANTS
<Fellborn> NO
<Fellborn> NO