Report 141

Report #141
Skillset: Tracking Skill: Traps
 Org: Paladins Status: Completed Feb 2009
Furies' Decision:
We will make it require equilibrium and balance but not consume.
Problem: The TRAPS ability's only purpose is to list the traps in the same room
as the trapper himself/herself, making it entirely utility-based. The problem,
herein, is that this ability requires and consumes equilibrium which makes it
unnecessarily tedious for a trapper to use as it is required to tell whether a
trap needs reconcealing or not
[A: 0 R: 0] Solution #1: Remove the equilibrium/balance cost on the TRAPS
 ability entirely.
Player Comments:
---[Shuyin on 2/14 @ 07:30 writes]:
Fine by me
---[Xiel on 2/15 @ 03:19 writes]:
Sure thing.
---[Synl on 2/16 @ 21:23 writes]:
Sounds good
---[Sadhyra on 2/18 @ 18:28 writes]:
I believe the equilibrium is there to help the trapper? With the eq, it's not as
viable to spam traps/disarm on a script, nor is it as easy to dodge trapped
exits. With no cost to the check, it would be easy to write a movement setup
that avoids walking through any trapped exits, with the only cost being a bit of
gaggable spam. Then again, I guess (unlike in other IREs) only trappers can
check for traps in a room (unless there is a general skill I don't know about),
so perhaps this scenario isn't as common as it is elsewhere. Just tossing that
potential out there, anyways
---[Ethelon on 2/19 @ 12:35 writes]:
They are trappers and deserve to have a way to instantly check the status of
their skillset, I don't think a tracker having an active trap script is a huge
issue
---[Sadhyra on 2/19 @ 15:35 writes]:
Oh, not saying that they shouldn't. Just pointing out that the eq-cost might
have been intended to help them out originally
---[Gregori on 2/25 @ 16:10 writes]:
Sure, looks fine