It always bugs me that tanks just walk over traps because it won't even sting them. Can't traps be made to do damage according to the max hp of the pc triggering it? As much as HP differences seems logical in combat (they reflect training, more than bulk), i don't think damage due to traps should follow the same line.
I'm totally against this. Keep the damage values as they currently are.
Anybody who runs over traps on purpose is in for a lot of pain when DM quests come around.
A certain Epic Electrical Trap during the endtimes of Sanctuary comes to mind.
We can't modify trap behaviour.
Quote from: BrittanyPanthas;140154Anybody who runs over traps on purpose is in for a lot of pain when DM quests come around.
I totally agree, but then, who runs over traps in DM events, you know? My suggestion was more aimed at obvious metagaming.
Anyways, Snoteye kinda settled the issue.
We can modify them, but we do not necessairly want to -- to avoid script bloat.