Just starting to collect ideas for more interesting traps.
1. water room: floor floods with shallow water and a few level appropriate snakes are added on the next turn
2. no retreat: check for a valid path to any stairs / escape hatch and then slam a rock wall, water floor or lava patch
in place behind the character
3. lethal corridors: fire missiles / lightning across the corridor which the player may time to avoid damage or simply
run through. The lightning version never runs out of ammo! May be disarmed of course.
4. lethal corridors 2: as above, but fire down the corridor, towards the player for more deadliness
5. animate statues: animate one or more of the ornamental statues in view of the player
6. exploding corridor: 3 tile explosion that triggers every 3 turns. never runs out of ammo
7. locked room: upon entering, door slams shuts and locks. must defeat the mob inside to find the 'key'. T&D roll warns
that the door will lock.
8. graffiti: none shall pass style graffiti signed by one of the local uniques. more warning / flavor than a real trap.
9. acid bath: surefire way to ruin equipment if you insisst on walking through this. generated visible, so more floorty
pe than real trap.
10. arc lightning: similar to missile corridors, but placed at an angle on a reflective rock surface... can be tricky t
o disarm if you're going the wrong way!
11. hidden door guardian: generate a unique inside a secret closet that is revealed w/ hidden door search
please feel free to add any interesting ideas you have.
I've always felt that traps are incredibly wimpy in crawl and in probably 500 games I've never once lost a character to one, and only a couple of times been put into peril (shaft traps - these at least can pose an interesting threat), until of course zot traps start to show up. I've been hit by a bolt? Well guess I'll just wait in this corner for a few turns and heal then.
At the moment the traps largely seem like an afterthought, and I'd love more ways for the dungeon to kill you which don't directly involve monsters, and of course beef up T+D and associated classes as a result.
- molari
By Andy:
"Throw me the idol..."
Heh, it'd be neat if Whips could be used to set off traps at a distance... anyways, traps don't usually KILL the player, just weaken them for the nasties scattered around the dungeon. I really hate the ones that bestow Stat drains, rotting, and other deleterious effects, though.