EFUPW Forums

Main Forums => Suggestions => Topic started by: Mr Howardson on December 02, 2012, 07:03:40 PM

Title: Caltrops
Post by: Mr Howardson on December 02, 2012, 07:03:40 PM
Hey, I have an idea- instead of the utterly lame throwable item that they are now, can we just replace the 1 point of damage caltrops due per round of standing in them to a reduction of 5%-10% movement speed reduction?
Title:
Post by: Ebok on December 02, 2012, 11:30:16 PM
Seconded.
Title:
Post by: Pool on December 03, 2012, 01:09:57 AM
Thirded. I've always thought Caltrops would make a good get-away trap for compromised thieves or cutting off routes of access and tunneling enemies, but I never got around to making the suggestion.
Title:
Post by: MetallicSlime on December 03, 2012, 01:52:31 AM
Do you mean a lasting 5-10% ala spike growth? Or 5-10% while standing on them, such as grease? The former seems a pretty cool idea. The latter, just as much of a minor inconvenience as 1 dmg/rd, Considering that you have to stop for near a round to throw the things anyways.
Title:
Post by: Adhesive on December 03, 2012, 02:09:00 AM
A lasting 5-10% sounds much more useful than what it is now, imo. Caltrops drop all the time from enemies, or low level loot, plus those Pot of Thorns usable by druids/rangers, but you almost never see them used. Changing them would give the less combat-oriented classes/concepts an interesting and new edge to fleeing, particularly nature concepts when they flee into the wilderness.
Title:
Post by: Mr Howardson on December 03, 2012, 03:25:45 AM
It'd be DC 12 or something then.
Title:
Post by: Jagged on December 03, 2012, 05:07:30 AM
Yeah. Should be really low DC. Permanent movespeed (until next rest) decrease is pretty OP.

I do agree they could use a change as there's little reason to use them beyond RP.
Title:
Post by: KingHovCopy on December 03, 2012, 05:19:48 AM
No thanks on the permanent movement speed loss until rest.
Title:
Post by: chrijone on December 03, 2012, 08:51:40 AM
I'd say no to the permanent move speed reduction till reset but instead how about 5% speed reduction and wounding until the use of a healing spell? I'm sure that could be scripted you'd just need someone to look into the wounding scripts?
Title:
Post by: Deception on December 03, 2012, 10:13:12 AM
10% decrease til rest at the DC of 12 sounds fine.
Title:
Post by: Incorrigible on December 03, 2012, 11:46:02 AM
How about just add a slow to it? Leave it at 1 damage, since you're stepping on little spikes, but have it also inflict a Slow effect that lasts for 1d4 rounds. It accomplishes the same thing, since you're distracted from having these metal barbs jammed into your feet, but it's not permanent since when you leave the field of spikes they'll fall out or be shaken/pried off. I think this is a fair compromise between ideas. The point of caltrops is to hinder passage through it since pursuit will have to slow down and be unable to run across the patch without seriously injuring themselves. Once they're clear of it they could resume.
Title:
Post by: granny on December 03, 2012, 01:51:05 PM
poisonous caltrops!
*-*
Title:
Post by: Gippy on December 03, 2012, 04:32:43 PM
These suggestions are stupid. Caltrops are great. 99 damage!

10% slow? Cast spike growth or something.
Title:
Post by: MistlockeLamora on December 03, 2012, 04:46:07 PM
Protip: Throw caltrops at a subdued person. Cover your retreat in style.
Title:
Post by: Ebok on December 03, 2012, 10:40:10 PM
Things which are great, are used.
Title:
Post by: Underbard on December 04, 2012, 12:30:28 AM
What Incorrigible said.
Title:
Post by: NecropolisV on December 04, 2012, 01:56:07 AM
I agree, whenever i see caltrops no matter what class I don't think "oh cool caltrops!" i think "hey something to sell for a few coins" or "great.. caltrops, might as well not pick them up, waste of space." However, i will say that they are fun to throw into public places to tick off people xD other than that: a change would definately make them a desireable item.