Author Topic: Expert Dungeoneer  (Read 1654 times)

Philos

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Expert Dungeoneer
« on: September 05, 2018, 11:32:13 PM »
So this feat was brought up in discussion on Discord.

Quote
Expert Dungeoneer

Type of Feat: General
Prerequisite: Lore 8 ranks, Disable Trap 8 ranks.
Specifics: The character's experience and study of dungeons have given him insight on common trapsetting techniques. He receives a +4 bonus on saving throws made against the effects of traps.
Use: Automatic.
http://nwnravenloft.wikia.com/wiki/Expert_Dungeoneer

One of the main detraction to taking this feat that was brought up was due to its skill requirements and our changes made to refiring traps was that it kind of gets ignored. Usually the characters with disable trap already have very high reflex saves in addition to bonus saves vs. traps by virtue of Uncanny Dodge. I think some small changes might make it a little more attractive and see some use.

The basic themes are traps and reflex. In keeping with that I've come up with a few possibilities for changes.

1. 2 point skill bonus to disable trap and +3 vs. traps

2. 1 reflex and +3 vs. traps

3. 1 point skill bonus to disable trap and set trap. +3 vs traps

Propose any interesting ideas you guys have and discuss.

Phantasia

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Re: Expert Dungeoneer
« Reply #1 on: September 06, 2018, 04:01:52 AM »
Any of those three are better than the current feat.
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Pav

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Re: Expert Dungeoneer
« Reply #2 on: September 06, 2018, 08:08:42 PM »
liked, commented, subscribed

ethinos

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Re: Expert Dungeoneer
« Reply #3 on: September 06, 2018, 09:04:49 PM »
I'd like to see the Disable Traps prerequisite removed to make the feat a bit more general. I'd see this as more attractive for fighter or scholarly types if so.
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Philos

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Re: Expert Dungeoneer
« Reply #4 on: September 06, 2018, 09:45:46 PM »
I'd like to see the Disable Traps prerequisite removed to make the feat a bit more general. I'd see this as more attractive for fighter or scholarly types if so.

So like a lore requirement for a bonus to saves vs. traps?

Iridni Ren

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Re: Expert Dungeoneer
« Reply #5 on: September 07, 2018, 12:03:56 AM »
One of the main detraction to taking this feat that was brought up was due to its skill requirements and our changes made to refiring traps was that it kind of gets ignored.

Refiring traps should be fixed rather than other things broken to accommodate.

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Philos

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Re: Expert Dungeoneer
« Reply #6 on: September 07, 2018, 12:05:12 AM »
I think you either didn't read the title and topic of this thread or didn't understand it. This thread is about changing a feat to make it more attractive. There are numerous other thread dedicated to refiring traps and trap usage in general. Let's stay on topic.
« Last Edit: September 07, 2018, 12:10:22 AM by Philos »

Iridni Ren

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Re: Expert Dungeoneer
« Reply #7 on: September 07, 2018, 12:12:26 AM »
I responded to an argument for changing the feat :)

If that's not an argument, then don't use it as justification.

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Philos

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Re: Expert Dungeoneer
« Reply #8 on: September 07, 2018, 12:20:53 AM »
These changes proposed have nothing to do with any perceived bugs with traps. No one claimed that. The reason brought up was traps being made refirable. Not that their initial implementation was buggy.

As far as I'm aware refiring traps are fixed and working as intended for a few updates now.

https://www.nwnravenloft.com/forum/index.php?topic=49099.0
« Last Edit: September 07, 2018, 12:23:51 AM by Philos »

Pav

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Re: Expert Dungeoneer
« Reply #9 on: September 07, 2018, 12:23:42 AM »
I concur with Philos. I do not see the point in your posts; it seems you may have some sort of a misconception prior to your reply?

Iridni Ren

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Re: Expert Dungeoneer
« Reply #10 on: September 07, 2018, 12:25:59 AM »
Well...you may think they're fine. But to quote your actual words: "our changes made to refiring traps was that [this feat] kind of gets ignored."

So, yeah, you're saying "this broke that."

Sorry if I made the mistake of responding to your actual argument!

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Philos

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Re: Expert Dungeoneer
« Reply #11 on: September 07, 2018, 12:35:22 AM »
The mistake you made was in understanding. I never said "this broke that."

I'll repeat it for you so you can reread it.

Quote
One of the main detraction to taking this feat that was brought up was due to its skill requirements and our changes made to refiring traps was that it kind of gets ignored.

I'll post the argument I made for why we should consider reworking it for you as well.

Quote
Usually the characters with disable trap already have very high reflex saves in addition to bonus saves vs. traps by virtue of Uncanny Dodge. I think some small changes might make it a little more attractive and see some use.

The purpose of this thread is to explore how this feat might be made more appealing to a broader base of players. If you have ideas on how traps can be implemented better post in the relevant threads. If you have suggestions on how this feat, the one in the title name for your reference, might be changed go ahead and post them.
« Last Edit: September 07, 2018, 12:38:58 AM by Philos »

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Re: Expert Dungeoneer
« Reply #12 on: September 07, 2018, 01:14:42 AM »
Feat isn't broken it's just not useful, as if i'm a rogue why would i need to do a reflex on a trap when i can just disable it ?

Philos' suggestions is to improve the feat and make it a potent choice in a character build.

ethinos

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Re: Expert Dungeoneer
« Reply #13 on: September 07, 2018, 12:45:22 PM »
I'd like to see the Disable Traps prerequisite removed to make the feat a bit more general. I'd see this as more attractive for fighter or scholarly types if so.

So like a lore requirement for a bonus to saves vs. traps?

Pretty much. When you read the description, it basically seems to work like that. You've seen (and survived) your share of traps and you've learned some things that will help you in the future. From what I can tell, this feat came from a Dungeon or Dragon magazine and didn't even have any prerequisites. As the OP mentioned, roguish types won't find it handy, so maybe if we make the feat more useful to non-rogue types, it'll actually be worthwhile to PCs.
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Re: Expert Dungeoneer
« Reply #14 on: September 08, 2018, 11:19:59 PM »
I'll revise the requirements for the next hak update. It was meant to be a feat for rogues but indeed rogues need it less than others.