Trap Creation
Another suggestion, this time about changing the Class Power at level 12 for Thieves. I can see from where the 'stronger backstab' type of thing comes for a Rouge-based character, but for a class so focused on avoiding combat, I think a more 'sneaky' ability would be nice, and with the new trap generating mechanic, the pit+blanket mechanic no longer generating any other types of traps, it'd be a nice addition. The thing putting it above a wand of trap creation would be ability to chose the type of trap generated. As for a limiting mechanic, I'm thinking something alike draining a charge or using up a type of wand related to generating the trap of choice [with some exceptions for certain types of traps]. How do I see it?
A list of traps similar to the undead list for necromancers popping up with added costs [more types of traps unlock as character levels up]:
>pit trap - no cost except using up some time
>fireball trap - wand of fire
>teleport trap - wand of teleport
>acid trap - wand of acid
>stone trap - wand of digging [?]
>light trap - wand of light
>snake pit - wand of monster creation
>alarm trap - wand of monster detection [?]
>water trap - pretty useless against monsters anyway, didn't think on it too much
there are also spear and arrow traps, either way, those were only first thought of a mechanic. Suggestions how to streamline it and make it work better are very welcome