Caltrops

Started by Mr Howardson, December 02, 2012, 07:03:40 PM

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Mr Howardson

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?

Ebok


Pool

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.

MetallicSlime

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.

Adhesive

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.

Mr Howardson

It'd be DC 12 or something then.

Jagged

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.

KingHovCopy

No thanks on the permanent movement speed loss until rest.

chrijone

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?

Deception

10% decrease til rest at the DC of 12 sounds fine.

Incorrigible

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.

granny

poisonous caltrops!
*-*

Gippy

These suggestions are stupid. Caltrops are great. 99 damage!

10% slow? Cast spike growth or something.

MistlockeLamora

Protip: Throw caltrops at a subdued person. Cover your retreat in style.

Ebok

Things which are great, are used.