waywardOne
Arcane
- Joined
- Aug 28, 2010
- Messages
- 2,318
Traps as on/off damage mechanisms is bad design. If that's all it's supposed to do, you should skip the "if" part and just come up with a system that turns one of your healing potions into poison, or makes your cleric lose just enough faith that the next healing spell is only at 10% efficiency. If nothing else, set the trap as an alarm for whoever set it in the first fucking place. Otherwise you might as well just assign a 20% chance every hour that some character loses 1/2 his maximum health, -5% for every thief in the party, blah blah blah. BSB incarnate.