Caltrops
Moderator: Gamemasters
Caltrops
Introduction: What is a caltrop? One of these. Its basically a 4 pointed device which you just drop in large numbers, and hope that someone steps on them (designed to always be pointy-side-up).
The Proposal: Smiths should be able to produce an item which we shall call "Bunch of Caltrops", which have a very simple graphic showing a few of these caltrops. The bunch should cost say 5 iron ingots to produce; and wouldn't need a lot of skill. To prevent people being [insert derogatory word here], make them unstackable.
Using them: A person Shift+Clicks one of these bunches to create a "Caltrops" static item on the ground. It also produces a message "#me drops a few spiked things on the ground" (Dragging caltrops to the ground wont set them). The caltrops automatically disappear after a short while, or if someone picks them up (again shift+click and gets a message "#me carefully picks up the caltrops", which results in the caltrops being placed into the person's inventory.
Use: When a person walks into a tile which has these caltrops on them, he has a chance of being affected. This chance depends on:
I) The skill of the maker (not much)
II) The dexterity of the person who dropped them (quite a bit)
III) Perception and Agility of the person stepping on them
IV) Whether the person stepping on them is wearing boots
V) A random possibility.
I aim it that if an average maker makes caltrops dropped by an average person and stepped on by an average person wearing shoes; the chance should be around 90%.
If the person is effected, for a short (random) while his speed drops as if he was encumbered and gets the message "You step on something hard and sharp. ouch" The degree of effect should again be dependant on the above, and also on a random variable. Multiple caltrops shouldn't stack. Effect should go away after a while, or if the person stays in the same spot for 2 rot cycles or so (example he 'sat' on a chair to rest)
Practical use: A way to end chases.
You're being chased? Drop a few of these and pray that the person behind you gets them in his foot. Planning on capturing a criminal? Set them up near an entrance and it'll be much easier.
Could they work on monsters as well?
Discuss.
The Proposal: Smiths should be able to produce an item which we shall call "Bunch of Caltrops", which have a very simple graphic showing a few of these caltrops. The bunch should cost say 5 iron ingots to produce; and wouldn't need a lot of skill. To prevent people being [insert derogatory word here], make them unstackable.
Using them: A person Shift+Clicks one of these bunches to create a "Caltrops" static item on the ground. It also produces a message "#me drops a few spiked things on the ground" (Dragging caltrops to the ground wont set them). The caltrops automatically disappear after a short while, or if someone picks them up (again shift+click and gets a message "#me carefully picks up the caltrops", which results in the caltrops being placed into the person's inventory.
Use: When a person walks into a tile which has these caltrops on them, he has a chance of being affected. This chance depends on:
I) The skill of the maker (not much)
II) The dexterity of the person who dropped them (quite a bit)
III) Perception and Agility of the person stepping on them
IV) Whether the person stepping on them is wearing boots
V) A random possibility.
I aim it that if an average maker makes caltrops dropped by an average person and stepped on by an average person wearing shoes; the chance should be around 90%.
If the person is effected, for a short (random) while his speed drops as if he was encumbered and gets the message "You step on something hard and sharp. ouch" The degree of effect should again be dependant on the above, and also on a random variable. Multiple caltrops shouldn't stack. Effect should go away after a while, or if the person stays in the same spot for 2 rot cycles or so (example he 'sat' on a chair to rest)
Practical use: A way to end chases.
You're being chased? Drop a few of these and pray that the person behind you gets them in his foot. Planning on capturing a criminal? Set them up near an entrance and it'll be much easier.
Could they work on monsters as well?
Discuss.
- Pellandria
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please check this out: http://illarion.org/community/forums/vi ... ight=traps
- Kevin Lightdot
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Deinarious
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..Ahem..
Me likey caltrops! Me likey caltrops!
...
I love this idea to bits. It makes me think of a few other ideas, like making snares to tangle people, or maybe if alchemy is ever implemented, acid flasks or making "alchemist's fire" that do damage over time, "thunderstones" that stun when thrown by letting out a supersonic boom, and stuff like that.
I get a lot of ideas for my own settings by coming to the Proposals board. But I admit I got the other things from D&D.
Me likey caltrops! Me likey caltrops!
...
I love this idea to bits. It makes me think of a few other ideas, like making snares to tangle people, or maybe if alchemy is ever implemented, acid flasks or making "alchemist's fire" that do damage over time, "thunderstones" that stun when thrown by letting out a supersonic boom, and stuff like that.
I get a lot of ideas for my own settings by coming to the Proposals board. But I admit I got the other things from D&D.
-
Deinarious
- Posts: 827
- Joined: Fri Nov 04, 2005 6:11 am
- Location: Somewhere.




