Nile Empire Preview #10 - Adventuring in the Nile Empire

fougerec
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Re: Nile Empire Preview #10 - Adventuring in the Nile Empire

Postby fougerec » Mon Sep 10, 2018 10:02 am

I think there may be a distinction between a trap and a death trap and the examples here are the latter. A death trap that only does a scratch isn't much of a death trap.

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TorgHacker
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Re: Nile Empire Preview #10 - Adventuring in the Nile Empire

Postby TorgHacker » Mon Sep 10, 2018 11:32 am

fougerec wrote:I think there may be a distinction between a trap and a death trap and the examples here are the latter. A death trap that only does a scratch isn't much of a death trap.


There is.
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Re: Nile Empire Preview #10 - Adventuring in the Nile Empire

Postby Blightcrawler » Mon Oct 01, 2018 1:17 pm

Fuzzy wrote:Giant Bounder - disable, No... So, if a storm knight sees the tunnel is shaped in a particular way and constructs a giant metal wedge to block the boulder, then nothing? What if the storm knight sets several blocks of C-9 charges, then trigger the boulder and detonates the C-9 on the boulder?


I'd say that if the players have enough time to do major construction around the site of a deathtrap, the problem lies elsewhere in how the adventure is being handled. Not to mention that a "deathtrap" that allows it's potential victims to survey it's design well enough to crawl around place blockages and/or explosives is probably not worthy of the name.

Setting up explosives might be quick enough even for heroes in the midst of an adventure, and if such a character were so well prepared, Profession (Demolitionist) (or whatever skill fits a player's clever idea) could certainly be an added secondary skill by GM's call. It should still be a rush job.

I'd give it a severe penalty for the roll (Hard at least). Using explosives in such a confined space (and most likely in a hurry) to destroy the boulder and not any of the people it's set to run over sounds like a much worse plan than running away. At best, you now have flaming rubble flying at hundreds of miles per hour in all directions instead of a single large rock going along a predictable path. At worst, you doubly justify the death-check mishap, either because the explosives went off too early, turning them into an appetizer before the giant boulder's main course, or too late, adding propulsion to the giant boulder that was previously only powered by gravity.

Since the tunnel is shaped to allow the boulder through, they've either turned it into a cannon and activated it, or destroyed it utterly, all while standing inside the barrel.

Don't forget that sufficiently advanced (and stable) explosives (such as C-4 through C-9) might not fit the tech axiom, adding more risk to a mishap roll.

In short: any deathtrap worthy of the name will trigger no later than the precise moment any Storm Knight is able to, say, determine that a tunnel is shaped in a particular way as to encourage a giant boulder's path right over the spot their feet are now placed. They'd do best to drop the giant metal slabs, save the explosives to deal with the boulder after it's come to a complete stop, and run like hell.

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Atama
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Re: Nile Empire Preview #10 - Adventuring in the Nile Empire

Postby Atama » Mon Oct 01, 2018 3:33 pm

Traps work because you don’t know it’s there until you trigger it. You might as well ask what would happen if someone stepped over the tripwire that triggers an arrow trap. The answer, of course, is nothing; if they saw the wire the trap failed.

(Of course the clever trapster puts a hidden pressure plate just on the other side of the obvious tripwire...)

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Re: Nile Empire Preview #10 - Adventuring in the Nile Empire

Postby TorgHacker » Mon Oct 01, 2018 3:45 pm

Atama wrote:Traps work because you don’t know it’s there until you trigger it. You might as well ask what would happen if someone stepped over the tripwire that triggers an arrow trap. The answer, of course, is nothing; if they saw the wire the trap failed.

(Of course the clever trapster puts a hidden pressure plate just on the other side of the obvious tripwire...)


Or when you're busy running from a collapsing tomb to pay attention to where the traps were.
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hawaiianbrian
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Re: Nile Empire Preview #10 - Adventuring in the Nile Empire

Postby hawaiianbrian » Mon Oct 01, 2018 9:58 pm

As a GM, I’d also remind the players that the World Laws and general vibe of the Nile Empire, not to mention genre conventions, discourage the heroes from taking such a pragmatic approach to tomb raiding. Scenes in the Nile Empire are fast-paced and full of high drama. If the heroes are trying to build a huge wedge just to prevent a rolling ball trap, they’re sure to get a surprise visit by villains, a mummy, a swarm of scorpions, etc.


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