Page 1458 - Rage Roomba

19th Nov 2020, 6:00 AM in A Canterlot Wedding, Part 2
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Rage Roomba
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Author Notes:

Newbiespud 19th Nov 2020, 6:00 AM edit delete
Thorough action in tabletop games can be extremely slow-going, and sometimes expedience is a thing you pay a heavy cost for.

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GD 19th Nov 2020, 6:09 AM edit delete reply
υ´• ﻌ •`υ -> υ•`ﻌ´•υ

(This joke a reference to the Spudshot: The Child's Birthday Party)
Jannard 19th Nov 2020, 6:09 AM edit delete reply
Gone are the days of 10-foot poles and careful approaches. Kids these days are all about disarm checks and health-bags taking on all the traps.
Jannard 19th Nov 2020, 7:00 AM edit delete reply
By the way, if your party only uses that method, then your traps may be on the uninteresting side. There are more hindrances than just HP loss, and I'm not even talking about instant death, although that's also in the toolbox. Just... use it sparingly, if at all.
Otterfriend 19th Nov 2020, 7:10 AM edit delete reply
On the other hand, skill-based-disarm *is* less vulnerable to the old "trap attacks ten feet away from the trigger" trick (beloved of tricksy trap designers and highly encouraged by eleven-foot-pole salesmen).
ionotter 20th Nov 2020, 12:38 AM edit delete reply
People who carry 10' poles need to go into Home Depot or Lowes.

Go to the lumber department, and have a look at just how long a ten-foot piece of wood really is. Most 2x4 are only eight feet, and they're a PITA to walk with on their own. Make it light enough to carry, and it'll be springy and droopy. Make it stiff enough to poke at things, and it'll be heavy to carry.

And no matter what, it's going to make turning corners a stand-alone adventure in and of itself.
Kuraimizu 20th Nov 2020, 3:12 AM edit delete reply
ah but this isn't the real world, it's dungeons and dragons.
where every hallway and alley is at least 10 to 15 feet wide, and rarely will you find a corridor thinner than 5 feet.
and where large sized creatures are common enough, that every building has a 10 foot ceiling at minimum.
Jannard 21st Nov 2020, 6:10 AM edit delete reply
Problems turning corners? In a world where almost every corridor is at least 10 feet wide?

EDIT: nevermind, Kuraimizu already expanded on the warped logic of the game.
CCC 19th Nov 2020, 6:11 AM edit delete reply
Always a good fallback trap location system, especially if you have a healer at hand!

However, you do have to be wary of the sneaky trap that activates, not directly in front of the door where the high-hitpoint barbarian is 'checking' for traps, but rather ten foot behind, where the hurried rogue thinks she is out of the way.
andreas002 19th Nov 2020, 6:48 AM edit delete reply
Don't just have them go off at a specific location, make it an AOE. Fireballs and Lightning Bolts are classic, but you could just as easily go with Horrid Wilting, Wail of the Banshee, or Confusion.
Vegetalss4 19th Nov 2020, 6:23 AM edit delete reply
Ah yes Barbarian trap detection, a classic.
FanOfMostEverything 19th Nov 2020, 3:38 PM edit delete reply
Hey, depending on the system, the trap, and the character, the barbarian may be better at dealing with them than the rogue.
Alkahest 19th Nov 2020, 8:07 PM edit delete reply
Yeah I was always fond of the Guardians of the Flame description of this method as "Polish Mine Detector"
Guest 19th Nov 2020, 6:38 AM edit delete reply
Not a gamer, but don't most traps involve the floor suddenly opening to drop the adventurer into a (possibly bottomless) pit?
But Rainbow Dash can fly.
In fact, in the show, she was rarely seem standing or walking. She hovers.
Thus, her weight wouldn't trigger any deadfalls.
Wulfraed 19th Nov 2020, 7:12 AM edit delete reply
You need to watch a few of the Indiana Jones movies. Or find a running TRS-80 with a copy of Raaka-Tu!

The latter had one room with a gilded lever on the wall (and a sign to the effect of "he who pulls this lever will receive the treasure they deserve"). Pulling the lever opens the ceiling and you die drowning in gold dust! The treasure was to TAKE the lever itself. Also had one room with two entrances, and a statue of an archer aiming at one of the entrances (you initially approach the room from the other entrance). If you pass through the entrance the statue faces, you die as it fires the arrow. You had to drop your first treasure (a coin found outside the temple) into a slot in the wall behind the statue -- that turns so it now faces the door you came in.

Or a trap my old GM intended for a party in the 80s. A corridor with heavy doors at both ends, some drainage grates in the floor, and more grates near the top of the side walls. Unfortunately, he didn't count on my familiarity with Michigan. The arrangement somehow triggered the thought that "this looks a lot like how the locks at Sault St. Marie operate -- close the door and the chamber fills with water"). GM had spent time in Panama and based it on Panama Canal locks.
Chakat Firepaw 19th Nov 2020, 4:10 PM edit delete reply
While pit traps are a classic, there are all kinds of "step and die," door and object traps that attack the poor delver somehow. Sometimes by shooting darts or arrows, sometimes by having a blade swing out, sometimes by dropping a large object on them and sometimes by dumping powdered sodium¹ into the waist-deep water they're standing in.

Or consider this:

"Walls slam down at both ends of the corridor, you can hear mechanisms continue to operate. You notice a lever on the wall, next to it is a sign that says 'for a case of fire, don't pull lever.'

"What do you do?"

1: Yes, I have many of the Grimtooth books. How did you guess?
Otterfriend 19th Nov 2020, 5:23 PM edit delete reply
I could never really take the Grimtooth books seriously, insofar as creating the traps must have cost far more than the value of anything they were likely to be guarding. Mad, sadistic wizards will explain a lot, I suppose, but eventually one begins to wonder how every monster-infested hole in the ground was able to find a mad wizard to build traps for it. Moreover, the agony of the adventurers facing them must have paled in the face of the agony of the poor minion forced to *reset* the things every time an adventurer (or a rat) walked down the hallway.
Chakat Firepaw 21st Nov 2020, 1:39 PM edit delete reply
You say that like you were supposed to take them seriously. The bulk of the traps are indeed over the top and impractical.
KtarraMoon 20th Nov 2020, 6:05 AM edit delete reply
Have you heard of the Jade Juggernaut? Basically a whole-floor, or whole-dungeon trap. It involves a giant, mobile vehicle made of Jade, which crushes anything on the track. The only way to disarm it is by going to the control room, and shutting it down. Then comes the fun part of trying to get it out of the dungeon to sell for huge profit. A classic from "Traps Ate".
ionotter 20th Nov 2020, 12:51 AM edit delete reply
If you ever want ideas for traps, check out US Army Field Manual 5-31: Improvised Explosives and Booby Traps, and US Army TC 5-31: Min Bay Do Viet Cong, Mines and Booby Traps used by the Viet Cong in South Vietnam.

You can keep the explosives, spikes or poisonous snakes?

Or you can substitute.

Replace punji stakes with tar. They ain't goin' nowhere for a while, and it's gonna be a real pain to clean up. Not to mention it's also flammable.

Just switch things up a bit, and you'll drive the players crazy.
Jennifer 20th Nov 2020, 1:16 PM edit delete reply
I'm presently reading the USMC Small Wars Manual 1940, a remarkably detailed guide to counterinsurgency warfare at the tail end of colonialism, some of which is STILL used today. There's a lot of inspiration in there for both wargaming and roleplaying, because it covers freakin' everything. From how to handle high-level politics to jungle-fighting. From supervising elections to the proper way to load a mule.
King Marth 19th Nov 2020, 6:44 AM edit delete reply
Yep, I had a Cleric who would "pick" locks. With a warpick.

I also had a Barbarian who would pick locks, running up to them with a scream, then pausing and delicately using their proficient thieves tools.
Anvildude 21st Nov 2020, 6:07 AM edit delete reply
Having a 'non-standard' background for your class can open up a lot of benefits. I was in a party once where we were 2 Paladins, a Druid, and my Guardian (a martial tank homebrew- basically a defense-focused Fighter). But my character had the Urchin background, so any door the Paladins couldn't kick down, or the Druid couldn't bypass with wildshape, fell to my guy to pick.
Guest 19th Nov 2020, 7:11 AM edit delete reply
I recommend releasing a mob of chickens into the area you suspect is trapped, then watching the fun.
Digo 19th Nov 2020, 9:21 AM edit delete reply
Summoned critters also work, especially if they're intelligent enough to follow a command to pull levers.
RuBoo 20th Nov 2020, 2:45 PM edit delete reply
“Send in the Cuccos, let the Revenge Squad clear the dungeon!”
Winged Cat 19th Nov 2020, 7:54 AM edit delete reply
Winged Cat
Fortunately, they're using the one who can do it all quickly. Opening doors and pulling levers (if you're not taking a while to unlock them or disarm traps) isn't that different from dispelling clouds, is it?
Aname 19th Nov 2020, 10:25 AM edit delete reply
My favorite trap is the room full of illusory air. If the door is airtight and opens outward, it's automatically self-sealing, too.
Steeevee 19th Nov 2020, 11:33 AM edit delete reply
Wasn't a game I played myself, but a friend did one where because of really lucky loot roll, they got a Magic item that would disarm traps and open locks... and recharged itself in Moonlight.

it did have a limited number of charges so in full dungeons they used it sparingly... but made the really nasty trapped stuff a cakewalk.
Moonblaze 19th Nov 2020, 11:37 AM edit delete reply
So, I just spent the last couple days binging this entire series and this is the first comic posted since I caught up.

Nothing to really say except; bravo. Looking forward to more.
Boris Carlot 19th Nov 2020, 12:10 PM edit delete reply
Welcome aboard.
Robin Bobcat 19th Nov 2020, 1:33 PM edit delete reply
I do LARPing, and a common trick is the Barbarian Disarm, AKA the player throws something heavy at a suspected tripwire.

Also, squee for Fluttershy's Sneaking Outfit, which is the best ever.
Hankroyd 19th Nov 2020, 1:55 PM Good memories edit delete reply
the Ending reminds me of Neverwinter Nights, my Dwarf Barbarian was disarming all the traps just by walking into them. Who need a rogue anyway ...
Jennifer 19th Nov 2020, 7:06 PM edit delete reply
Rarity has been watching The Gamers:
Dakkath 20th Nov 2020, 1:10 AM edit delete reply
This is why, in Pathfinder, barbarians get the same trap sense and uncanny dodge that rogues do.
Rogue or Tank? 20th Nov 2020, 5:07 AM edit delete reply
So... What is more common? Let the rogue de-activate the traps? Or let the Tank activate all of them and hope that the Tank survive them?
Guest 21st Nov 2020, 5:04 AM edit delete reply
I am playing rapan-athuk. so the jump into traps really dosn't work. we use a 12-foot pole, because the dm started adding traps that triggered 11 feet away, soon we will be using a 13 footer.