Report 813

Report #813
Skillset: Tracking Skill: Disarm
 Org: Serenguard Status: Completed Mar 2012
Furies' Decision:
Solution 2.
Problem: Currently, even at transcendent Environment and Tracking, there is a
fair chance of failing to disarm a trap, and instead set it off (even if the
original setter is off-plane and the trap is inactive). There are limited ways
to get into a room without setting off traps: flying, burrowing or climbing in
through trees. This means, especially in a group situation, that the tracker who
set himself out of the way to untrap a room is at significant risk of danger
even after successfully entering by failing to disarm. Considering that traps
are irremoveable otherwise and that they become very crucial to area control,
this report suggests some changes to ameliorate this problem and improve the
contestability of traps.
[A: 0 R: 0] Solution #1: At transcendent Environment and Tracking, allow all
 disarm attempts to complete successfully.
[A: 0 R: 0] Solution #2: Add a new syntax to disarm, at an appropriate power
 cost (1-2 power or adjusted as appropriate) that
 allows for surefire disarming provided that you
 compare favourably with the skill of the original
 setter.
[A: 0 R: 0] Solution #3: Solution 2, but with no commodity return.
Player Comments:
---[Raeri on 3/14 @ 02:11 writes]:
I'm fine with Sol 2. I'd go with 1p though, since you'd have to redo for
potentially multiple directions in a room. Or 3p for every trap in a room or a
timed def that stops trap backfires for a certain amount of time or something?
---[Inagin on 3/14 @ 16:56 writes]:
I think it is better to just give a 100% success rate for disarming non-active
traps. Afterall, if the trap is not active, how will you set it off?
---[Shuyin on 3/15 @ 05:32 writes]:
Any solution here is fine, along with Inagin's suggestion
---[Ushaara on 3/15 @ 16:06 writes]:
Regarding Solution 2, I am of the opinion that expending power should guarantee
a means around the skill comparison check. I agree with Inagin's comment too.
---[Inagin on 3/15 @ 21:12 writes]:
I think Solution #2 is the best option here. Solution #1 makes things way too
easy.
---[Alacardael on 3/16 @ 10:00 writes]:
Any solution is fine, but I'm more partial to 2.
---[Viynain on 3/22 @ 18:08 writes]:
I agree with Inagin's proposal to make disarming inactive traps succeed and
either of the solutions.
---[Mirami on 3/29 @ 21:01 writes]:
Support solution 1. Support guaranteed power-based trap removal.