REMOVE TRAP should be made more reliable at 100.0 skill


To my opinion, Remove Trap really is unreliable, even at GM 100.0 skill level... way too many fails.

Not saying that it should succeed 100% of times but at least 9 out of 10 times, that yes....

@Kyronix , is it possible to beef up Remove Trap at high skill levels and make it succeed way more times as what it currently is ?

As it is, lot of people use telekinesis rather then Remove Trap because the failure rate, even at 100.0 GM skill level, is a waste of skill points.

Thank you.

Comments

  • SkettSkett Posts: 1,481
    ya its pointless for this event just open them and be off to the next
  • psychopsycho Posts: 339
    edited November 26
    Telekinesis will reveal you, however remove trap you can remain hidden (in theory, however since you fail so often you will get revealed anyway)

    Remove trap should have added value, like i.e. 50% reduction of damage from traps.
    + other things


    Overall its not easy to make a template with hiding stealth, detect hidden, remove trap, stealing, ninjitsu, youd want some magery in there aswell,  perhaps eval, focus or resisting spells, how about meelee, wrestling    or anat/eval ?  The definition of a 'rouge' or ChestHunter can be very vaque, but you definately need alot of skills to master it.
  • KyronixKyronix Posts: 1,192Dev
    Yes, I agree.  
  • TimStTimSt Posts: 1,867
    edited November 26
    According to the crystal ball of knowledge my dungeon crawler uses the hidden chests in the invasion towns are rated Easy and above to be untrapped.  Which means even at GM remove trap most attempts will fail.
  • LilyGraceLilyGrace Posts: 954
    Kyronix said:
    Yes, I agree.  

    I'm not even sure what you're agreeing to.
  • PawainPawain Posts: 10,059
    LilyGrace said:
    Kyronix said:
    Yes, I agree.  

    I'm not even sure what you're agreeing to.
    He is agreeing to the title of this thread.
    Focus on what you can do, not what you can't.
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