Traps: make damage proportional to hit points?

Started by Letsplayforfun, August 10, 2009, 09:46:20 PM

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Letsplayforfun

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.

BrittanyPanthas

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.

Snoteye

We can't modify trap behaviour.

Letsplayforfun

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.

Mort

We can modify them, but we do not necessairly want to -- to avoid script bloat.