Difference between revisions of "Talk:Functional Craft Trap (3.5e Variant Rule)"

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:Since I am not aware of all traps made, WotC and otherwise, I was unable to determine how many of them were actually worth their price in gold.  So rather than muck with their cost and potentially let people get really cheap and very fatal traps at low level, I reduced the time.  A disclaimer added for DM's too silly to think that NPC people might act like, well, real people. -- [[User:Eiji-kun|Eiji-kun]] 13:56, 23 June 2011 (UTC)
 
:Since I am not aware of all traps made, WotC and otherwise, I was unable to determine how many of them were actually worth their price in gold.  So rather than muck with their cost and potentially let people get really cheap and very fatal traps at low level, I reduced the time.  A disclaimer added for DM's too silly to think that NPC people might act like, well, real people. -- [[User:Eiji-kun|Eiji-kun]] 13:56, 23 June 2011 (UTC)
  
::Might I suggest a possible compromise that would work for Traps.  Rather than dramatically increasing the GP per day of the manufacturer, reduce the labour requirement. As you pointed out, most traps really don't need that much setup, and those that do range from the relatively inexpensive to the astronomical...  Now I did say labour here, not actual trap cost.. So a trap base price for example would be say, 1,000 Gold, so the player has to cough up 333 gold (and 3 silvers and 3 coppers but who's counting) for the materials, but the formula for completing the work is slightly different in that the cost of the trap be divided by 100 to find the total target number the crafter has to accumulate through their daily craft trapmaking check.  So this 1,000 GP trap, requires the crafter to accumulate 1,000 cp worth of progress, using the normal craft rules, so even a trapmaking noob, can bang off this trap in just over 4 days worth of work.  Having said that, I think that the rule that if all elements of a simple trap are on site at the time construction commences then a simple DC 15 trapmaking check allows for construction in 1d4 rounds makes a great deal of sense and is a great addition.  With this rule, the high cost of traps is maintained, but the labour to build them is dramatically reduced making them viable.  And as Ghostwheel mentioned, there isn't much of a market for prebuilt traps, they are generally custom order work players aren't in a position to make cash hand over fist. [[User:Tunganation|Tunganation]] 18:36, 29 October 2011 (UTC)
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::Might I suggest a possible compromise that would work for Traps.  Rather than dramatically increasing the GP per day of the manufacturer, reduce the labour requirement. As you pointed out, most traps really don't need that much setup, and those that do range from the relatively inexpensive to the astronomical...  Now I did say labour here, not actual trap cost.. So a trap base price for example would be say, 1,000 Gold, so the player has to cough up 333 gold (and 3 silvers and 3 coppers but who's counting) for the materials, but the formula for completing the work is slightly different in that the cost of the trap be divided by 100 to find the total target number the crafter has to accumulate through their daily craft trapmaking check.  So this 1,000 GP trap, requires the crafter to accumulate 1,000 cp worth of progress, using the normal craft rules, so even a trapmaking noob, can bang off this trap in just over 4 days worth of work.  Having said that, I think that the rule that if all elements of a simple trap are on site at the time construction commences then a simple DC 15 trapmaking check allows for construction in 1d4 rounds makes a great deal of sense and is a great addition.  With this rule the high cost of traps is maintained, but the labour to build them is dramatically reduced making them viable.  As Ghostwheel mentioned, there isn't much of a market for prebuilt traps, they are generally custom order work, thus players aren't in a position to make cash hand over fist. [[User:Tunganation|Tunganation]] 18:36, 29 October 2011 (UTC)

Revision as of 18:39, 29 October 2011

Strongly Retarded

In the worst of ways. Suddenly everyone can make money x100 faster since they're making gold pieces per day rather than copper. The ramifications of how it upsets the economy and whips it over a barrel are beyond me. But it's very, very retarded. If you want traps to be made faster, simply say that all traps have their current cost divided by 100. If that's not enough, 200. But changing the way that the base economy works is just stupid without changing the whole system. Thus, this is retarded in the worst of ways. --Ghostwheel 13:32, 23 June 2011 (UTC)

Since I am not aware of all traps made, WotC and otherwise, I was unable to determine how many of them were actually worth their price in gold. So rather than muck with their cost and potentially let people get really cheap and very fatal traps at low level, I reduced the time. A disclaimer added for DM's too silly to think that NPC people might act like, well, real people. -- Eiji-kun 13:56, 23 June 2011 (UTC)
Might I suggest a possible compromise that would work for Traps. Rather than dramatically increasing the GP per day of the manufacturer, reduce the labour requirement. As you pointed out, most traps really don't need that much setup, and those that do range from the relatively inexpensive to the astronomical... Now I did say labour here, not actual trap cost.. So a trap base price for example would be say, 1,000 Gold, so the player has to cough up 333 gold (and 3 silvers and 3 coppers but who's counting) for the materials, but the formula for completing the work is slightly different in that the cost of the trap be divided by 100 to find the total target number the crafter has to accumulate through their daily craft trapmaking check. So this 1,000 GP trap, requires the crafter to accumulate 1,000 cp worth of progress, using the normal craft rules, so even a trapmaking noob, can bang off this trap in just over 4 days worth of work. Having said that, I think that the rule that if all elements of a simple trap are on site at the time construction commences then a simple DC 15 trapmaking check allows for construction in 1d4 rounds makes a great deal of sense and is a great addition. With this rule the high cost of traps is maintained, but the labour to build them is dramatically reduced making them viable. As Ghostwheel mentioned, there isn't much of a market for prebuilt traps, they are generally custom order work, thus players aren't in a position to make cash hand over fist. Tunganation 18:36, 29 October 2011 (UTC)