tag:blogger.com,1999:blog-8181955206162231899.post3529128114436842832..comments2020-04-13T18:32:59.020-07:00Comments on Rogue Hut: Frozen Depths 1.03Kricehttp://www.blogger.com/profile/07789939511437441094noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-8181955206162231899.post-69827321839139819122008-07-02T18:17:00.000-07:002008-07-02T18:17:00.000-07:00Actually, I think the point of traps is to test a ...Actually, I think the point of traps is to test a player by placing them in a potentially difficult situation. I agree that damage traps are a bit lame for the possibility of direct death, but other traps like teleportation, polymorph, trapdoors and the like will force a player to handle situations they might be intelligent enough to normally not get themselves into. To top it off, once discovered and initially dealt with, those kinds of traps can be used beneficially with the right kind of preperation: even damage traps can be used to get monsters to walk over when chasing the player.<BR/><BR/>-NumeronNicholas "Numeron" Rosshttps://www.blogger.com/profile/13532800593554097827noreply@blogger.comtag:blogger.com,1999:blog-8181955206162231899.post-47517288311329327122008-07-02T03:04:00.000-07:002008-07-02T03:04:00.000-07:00You point out well the reasons why I only rarely u...You point out well the reasons why I only rarely use traps in LambdaRogue. Currently there are only trapdoors which may be nasty, but are not dangerous. Some treasure chests may be trapped and from time to time a ghost of a dead former adventurerer appears when you examine a crypt. But that's all, because most traps in roguelikes are very randomly.<BR/><BR/>Using them to guard something is the only useful way.Anonymousnoreply@blogger.com