Ricki finished a dungeon! She can gain one new ability from this list:
Ambush I: +1 Atk when attacking a target that hasn’t interacted with a character previously.
Backstab I: +1 Atk when attacking a target an ally is also attacking.
Case: As an action can identify all items an enemy in the same room carries, even if some items are not visible. Once per dungeon can identify contents of a nearby chest without opening it.
Comforting Weight: +1 Def for each full stack of Gold Coins carried.
Crossbow Proficiency: +1 damage when wielding a crossbow or similar weapon.
Dagger Proficiency: +1 Atk when wielding a dagger or similar weapon.
Dodgy I: Incoming attacks have a 10% chance to miss.
Improvisation: Can use any type of dagger in place of Thieves’ Tools. Daggers always break when used this way.
Sneaky I: Once per dungeon can become undetectable by enemies until end of turn. Can’t be carrying any item of weight 3 or higher while sneaking.
Steal I: Once per dungeon in place of attacking, can try to take one item from an enemy. An item that is carried but not wielded or worn has a 100% chance to be taken successfully. An item that is held or worn has only a 50% chance to be taken successfully. Items have a -10% chance to be taken for each point of weight heavier than 1.
Trap Detection III: Can spot well hidden traps and point them out to allies. Automatically avoid poorly hidden traps.
Trap Disarming: Can expend Thieves’ Tools to render traps harmless, even if they can’t normally be circumvented.
Trap Disarming. In honor of Molly.
Was there ever a point at which Ricki could have disarmed that trap? Seems unlikely, given that it was triggered remotely as soon as we were in range of it.
So losing Molly the way we did certainly sucks, but it continues to leave the grand total of “Number of times this ability would ever have been useful” at approximately zero.
I see we’ve capped Big Haul, but whatever the second choice was last time is almost certainly a better option than an emotionally-driven reaction that wouldn’t even have worked for the situation that’s supposedly motivating it.
While Trap Disarming on its own might not have let us do so, a combination of Sneaky and Trap Disarming would. And while it might not have let us avoid Molly’s death it is still useful for situations where Ricki is going to be out of rooms that we know others will need to pass.
Nope, Sneaky is an action and they were looking at the trap.
I maintain that the best way to disarm traps is with the bodies of our enemies. That incident very clearly proved that traps can be triggered at a distance without harming the one who activated the trap. We don’t need a level up to bait enemies into traps, or to shoot the traps ourselves.
Enemies can see the traps. And not all traps will be shootable, sadly. While I agree we must disable them in any way we can, the ability text is clear that for some traps, disarming will be the only way.
Some enemies can see the traps, like the enemies which set the traps. Animals, less likely. When baiting enemies, worst case they avoid their own trap to move to us and fight without us needing to cross the trap in combat. (Or we waste the turn by both waiting for the other side to close in, but that also tells us that they’re going to use the trap against us.)
It is true that some traps, particularly anything triggered by opening a chest, can’t avoid being triggered if we want to get by them. In this dungeon, the bolt chest had an explosive bolt which we could’ve only gotten by disarming the trap so that the first bolt isn’t fired by opening the chest. Putting down stalkroaches likely takes more actions than disarming the trap would take. Of course, every bolt chest so far has only contained ammo to shoot at us which we aren’t using (EDIT: False, there was also a box in this chest), so the main point of looting them is to avoid further mishaps and we can ignore the damage with armour on a quiet turn.
Overall, tripping traps doesn’t have to be a bad thing, the risk is from traps being added on top of other expected damage for the turn, or from unblockable damage like glass and mouse traps. I hope that future actions will consider free methods of trap disposal rather than always spending tools, but I suppose we have tools to spare.
You’re plainly wrong.
Molly was killed by two traps. Trap disarming would have dealt with the first if not the second.
Also, this is merely supposed to start a pivot on our approach to traps.
Previously, we thought pointing out traps would be enough. Turns out it isn’t.
-Characters have short-term memory loss and IMMEDIATELY forget their locations when Ricki isn’t in the room
-LSN clarified Ricki can’t point out traps unless she starts in the same room or does actions there.
-All traps were tripped in this dungeon. They also screwed us over at the manor. Not to mention the onions.
-Guards and other mobs can see and avoid traps. Hell, even dumb skeletons can somehow know to throw daggers at bats. We cannot.rely on them to damage enemies – only to damage us.
We have realized we can’t just let traps lie anymore. Once seen, a trap must be either facetanked, disarmed, shot, or dealt with by use of special items (broom, gardening gloves, whatever else new that shows up).
And lastly, we are heading into a cursed tomb that could be straight from an Indiana Jones movie. What do those have? Oh yeah! Traps! Novel kinds of traps!
First trap we didn’t know how Ricki trap pointing ability worked.
Having trap disarming wouldn’t have saved us.
Hindsight is always 20/20. We could have delt with first trap without trap disarming, We didn’t.
Note from the stream: Disarm WOULD have worked on the second trap.
The second choice last time was Trap Disarming. 21 for Big Haul III to 17 for Trap Disarming. Under the assumption we’d be entering the tomb next, and the assumption that the tomb would be full of traps.
I don’t understand why people are voting for this, I can’t see us spending an action to disarm a trap when we can simply avoid it, or counter it, if we manage our actions in the right order.
Because that method proved not to be reliable.
Improvisation. We keep running out of Thieves’ Tools and being able to dagger a door/chest would be gr8.
Trap Disarming is both highly situational and just puts more pressure on our already inadequate supply of Thieves Tools.
Except we just got a discount on them!
We still have to have enough Enc to carry them, though.
I don’t mind us getting improvisation next! But first we must survive the tomb’s traps. Improv without disarming won’t help us there.
Case
I’m for Case. Identifying new equipment before the fight is over sounds neat.
Except it doesn’t work on animal loot or random drops.
Trap disarming for poor Molly.
Backstab I
we always attack in a pile.
There could be an argument made for ambush, since there are smoll only areas, but i think ambush will add up more dmg overall.
we have to little gold for Comforting Weight, for now Welcome
Sneaky I.
Trap disarming seems highly conditional, especially given that we just learned that we can “disarm” some traps with a crossbow bolt or similar. Maybe even throwing a scenery object? Sneaky would actually let us get out of some bad situations.
Sneaky takes an action. That is, Ricki can do literally nothing else that turn but move -that is, leave the party behind. In which case she is either abandoning the party, or getting stranded with no way back
I was wrong delete please
what was it