Oct 122016
 

traps-and-puzzles

This is part of a continuing series where I present my thoughts about a DDO-inspired card game for your input and dissection. Previous posts include:


Game description and rules:

Overview, card types and deployment, combat, class balancing

Classes:

Bard, Favored Soul, Cleric, Arcane spellcasters, Rangers and Rogues, Melee classes

Everything else:

Monsters, races, feats, spells, statuses and afflictions, heroic quests, epic quests
 


 

Traps, puzzles, and optional objectives are Monster cards and are found in the Monster deck. Traps and puzzles have to be resolved before the party can face the boss. If no one in the group has enough Warrior levels to turn the Stuck Valve, the party loses.

Traps give the players the choice of just setting them off if they cannot be disarmed, but the penalties for setting off the trap can be quite severe.

Optional objectives are truly optional – the players can simply discard the card with no penalty. But if they want the reward, they have to pay the price, and as is the case with traps, the price can be steep.

 


 

SET Card Game Text
Heroic Spear Trap If set off, character takes one point of piercing damage. Disarmed if character has 1 Trapsmith
Heroic Barred Gate This stoutly locked and barred obstacle can only be resolved by a character with two Warrior levels
Heroic Free All the Slaves Optional Objective: Everyone in party may draw one extra Loot.
Heroic Mysterious Sigil Glowing symbols can only be resolved by a character with three Divine Caster levels
Heroic Fire Trap If set off, character takes three points of fire damage. Disarmed if character has three Trapsmith
Epic Stuck Valve The Valve can only be cranked by a character with at least four Warrior levels
Epic Poison Gas Trap If set off, everyone in party takes 5 points of damage and receives one Poison affliction. Disarmed if character has four Trapsmith
Epic Explore Behind the Secret Door Optional Objective: If resolved, everyone in party takes two points of damage and receives one Loot
Epic Pendulous Axe Trap If set off, character takes five points of slashing damage. Disarmed if character has five Trapsmith levels
Epic Magical Floor Tile Puzzle Arcane floor symbols can only be resolved by a character with six Arcane Caster levels
Legendary Holy Symbols Puzzle Rotating prayer wheel can only be resolved by a character with seven Divine Caster levels
Legendary Wizard-Locked Door Magical force blocking door can only be resolved by a character with seven Arcane Caster levels
Legendary Scything Blade Trap If set off, character takes eight points of slashing damage. Disarmed if character has six Trapsmith
Legendary Unguarded Chests? Optional Objective: if resolved, resolving character receives Dead status. Everyone receives one Loot.
Legendary Exploding Fire Trap If set off, everyone in party takes 10 points of fire damage. Disarmed if character has eight Trapsmith

 


I am presenting this without much comment because I am hoping that little is needed.

Is this as self-explanatory as it seems to me?

🙂 😀 🙂

  3 Responses to “DDO the Card Game: Traps, Puzzles, and Optional Objectives”

Comments (3)
  1. Question concerning the “optional” items. How are they resolved? Automatically? In other words, if you draw it, it’s resolved; no need for a ‘skill’ check? I would think that on some of them at least, something must be checked.

    For instance, “explore behind the secret door” could require someone in the party with some level of ‘perception’ skill – perhaps translated into so many rogue or ranger levels(?) to be able to find the secret door, or so many arcane caster levels to ‘cast’ “detect” or “true seeing”. THEN the party could decide if they want to take the damage for the extra loot. In other words, if no one in the party meets the requirements for doing the optional, the optional is discarded, but if someone in the party does have the required ‘skill’, then they have a choice of taking the optional or discarding it.

    Something similar for “unguarded chest”, though perhaps there may also be some type of ‘evasion’ check to avoid (instant) “death” (but still take damage, which in itself may lead to death)?

    I suppose freeing slaves could remain an automatic “win”.
    😉

What do you think?

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