Traps(Ranger/Thief), Flasks, and Bombs.
Posted: Sat Jul 17, 2010 3:07 am
Multi-part suggestion,
In an effort to give Rogues more utility I'd like to suggest the following be implemented in FK:
Trap crafting! Rangers would be able to craft and set traps, thieves would be able to craft, set, disarm, and even recover traps (at least player made). Higher level trap crafting restricted to thieves only as they are experts.
Also the addition of rogue oriented throwing items, either made with brewing or trap making. Examples include Acid Flasks, Thunderstones (cause deafness), Tanglefoot Bags (entangle), etc.
Finally would be items to expand the use of plant in the form of timed bombs. I envision a rogue/thief/bard planting a timed fire-bomb and then jumping a foe from the shadows after it goes off. Smoke bombs that can interrupt fights or flat-foot opponents to allow more sneak attacks, etc. Dex checks + steal/plant skill?
I'm not up to date on MUD mechanics so I would leave the nitty gritty to those who are with this suggestion.
In an effort to give Rogues more utility I'd like to suggest the following be implemented in FK:
Trap crafting! Rangers would be able to craft and set traps, thieves would be able to craft, set, disarm, and even recover traps (at least player made). Higher level trap crafting restricted to thieves only as they are experts.
Also the addition of rogue oriented throwing items, either made with brewing or trap making. Examples include Acid Flasks, Thunderstones (cause deafness), Tanglefoot Bags (entangle), etc.
Finally would be items to expand the use of plant in the form of timed bombs. I envision a rogue/thief/bard planting a timed fire-bomb and then jumping a foe from the shadows after it goes off. Smoke bombs that can interrupt fights or flat-foot opponents to allow more sneak attacks, etc. Dex checks + steal/plant skill?
I'm not up to date on MUD mechanics so I would leave the nitty gritty to those who are with this suggestion.