Item-Trapping
issueid=22 03-10-2008 03:09 AM
Junior Member
Number of reported issues by Monju: 1
Item-Trapping
New skill for tricking monsters

Now that monsters will want to pick up shiny useful things to use against the player, how about introducing a skill to take advantage of this? It could even be an incentive to play as a Rogue-type character. Instead of placing an item on a trap square (which is another idea), I was thinking more of a sneaky skill that would more or less make an item 1) LOOK good to a monster, who would want to equip it or use it whenever possible, 2) maybe imbues the item with negative bonuses, prefixes and suffixes, and 3) maybe auto-curse or just seem better than what the monster has (even though it might not be); with the effects random and based on skill level and maybe stats. The monster would probably try to resist the temptation to wear/use something that looks too good to be true with something like Perception/INT saving. Weapons and maybe armor would obviously be what most people would try to "corrupt", but what about other items such as wands (triggers to the monster if bad or to the player if good; a smart monster would only attempt this at most once), potions (looks to the monster like a Potion of Healing but is actually...), maybe even food (the food would actually be poisoned or diseased, or maybe you just made that cursed hurthling cake look like a blessed hurthling cake, or maybe makes unappetizing/potentially harmful food look very appetizing).

Admittedly, I think there are quite a few difficulties with implementation of such a thing. For instance, a monster that is hostile towards you would be more interested in attacking you than running a different direction to pick something up (and, if the monster wasn't, is it possible to abuse this?). How would it work with sneaking and invisibility (would it only work usefully with sneaking and invisibility?)? It would probably be useless for a large group of monsters (unless they loot corpses on the spot, but even then...), and any monster that doesn't equip or use things. How would you limit the amount of "junk" a player could create? Would monsters be able to use the same thing on you? Uniques and the like would probably be immune to it, even if only by Perception/INT checking, and they're probably the only ones it would be useful against (plus, more often than not they'd see through your sneaking or invisibility)!

I think most people that played ADOM rushed over or ignored anything to do with making traps (in most cases) or tricking monsters (who ever used Ventriloquism more than a few ill-advised times?), and the potential for monster AI in JADE is staggering, so I think it would be cool to see a few things that take advantage of it (in every meaning of the word).
Issue Details
Issue Number 22
Issue Type Feature
Project ADOM II (formerly known as JADE)
Category Unknown
Status Suggested
Priority Unknown
Suggested Version Unknown
Implemented Version (none)
Votes for this feature 3
Votes against this feature 7
Assigned Users (none)
Tags (none)




03-10-2008 10:50 AM
Junior Member
Instead of placing an item on a trap square
That's actually a good idea, because of its simplicity.

1) Find an existing trap. Or, if there is going to be such a skill, create one.
2) Put some item on it.
3) Some creature may go for the item, and risks the trap effects. It depends on how attractive the item is and how high the creature's "detect traps" skill is.
3') If you have the means (skill, magical, ...) you could enhance the item beforehand so it's more attractive.

The nice thing about that is that it doesn't require a lot of new elements. Emergent gameplay of sorts!

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