Author Topic: Traps and Literal Landmines  (Read 1481 times)

Offline ways and means

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Traps and Literal Landmines
« on: February 06, 2012, 05:10:48 PM »
So if a player had to defend a base and set up dozens of traps (rolling craftsmanship each time) in the narrow corridor to get to a underground temple (specific goal location) how would you run this in combat? Should each hidden trap be considered an ambush (with alertness rolls) and should each trap be rolled as an separate attack when the enemy triggers it (fails alertness test)? 
« Last Edit: February 06, 2012, 05:12:50 PM by ways and means »
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Offline InFerrumVeritas

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Re: Traps and Literal Landmines
« Reply #1 on: February 06, 2012, 05:18:45 PM »
Sounds good to me.

Offline Haru

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Re: Traps and Literal Landmines
« Reply #2 on: February 06, 2012, 09:30:16 PM »
It should be easier to treat the base as an entity, sort of. You can then have a normal conflict with it, when you are trying to force your way in. Powers and stunts can represent the fortification and weaponry of the base, things like landmines can be treated as aspects created in advance to be tagged appropriately. I think it makes such a scene more interesting than having to roll against 20 traps successively.
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Offline Sanctaphrax

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Re: Traps and Literal Landmines
« Reply #3 on: February 07, 2012, 05:04:12 AM »
Either of your ideas sounds alright to me.

If you want to stat the house as an entity for some reason, I suggest you use the Hollow custom power.

/shameless self promotion.