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Long Pit Traps in EQP

PostPosted: January 9th, 2022, 5:56 pm
by lestodante
The questbook for the Elf doesn't mention anything about disarming a Long Pit Trap.
It only says it can be jumped the short way as a regular pit trap or the long way by rolling a black shield on a combat die.
Damage taken by falling into such kind of pit is 2 Body Points!

Long Pit Trap
If a Hero wants to jump over this pit the long way, he must have at
least 3 squares of movement left after he moves next to the pit. The
Hero then rolls 1 combat die. A black shield means the Hero has
jumped across safely, using up 3 squares of movement. The Hero can
continue to move if he has more movement left. Any result other
than a black shield means the Hero falls into the pit, suffering 2
Body Points of damage. The Hero must roll a 5 or 6 on a red die on a
subsequent turn to climb out of the pit. While in the pit, the Hero
rolls 1 less combat die when attacking or defending (but never less
than 1 die).

Note: These traps can be jumped the short way, the same as regular
pit traps.

Re: Long Pit Traps in EQP

PostPosted: January 9th, 2022, 6:17 pm
by Kurgan
I wouldn't make it any harder to disarm than a normal pit trap, personally (the idea of some traps being harder to disarm than others was certainly discussed behind the scenes when these packs were being written). You're disarming the mechanism that triggers the trap, so whatever you did to do it for the smaller one works for the larger one. The bigger feat is leaping over it the long way.

Did we figure out how that works with jumping those long pits while wearing rabbit boots? I forget...

Re: Long Pit Traps in EQP

PostPosted: January 9th, 2022, 6:28 pm
by lestodante
Kurgan wrote:Did we figure out how that works with jumping those long pits while wearing rabbit boots? I forget...

I guess the rule on the artifact card is fine to safely jump over the long pit trap too: roll anything but a black shield.

Re: Long Pit Traps in EQP

PostPosted: January 10th, 2022, 2:59 pm
by Kurgan
Duh, makes sense. It just changes the odds to what's on the card, so very useful. Thanks!

Re: Long Pit Traps in EQP

PostPosted: January 12th, 2022, 11:58 am
by Daedalus
Since the NA and AH trap disarming rule covers all four types of trap in general and the EQP trap is called a long pit trap, I'm okay with a regular disarm attempt. I agree that the roll as stated on the Rabbit Boots card is the way to play it, but Zargon could require two successful rolls without a black shield if he wished to add some interactive detail.

Re: Long Pit Traps in EQP

PostPosted: January 12th, 2022, 8:48 pm
by manaknight14
Yeah, I think that disarming a long pit trap should be no different than any other pit trap.

The long pit/Rabbit Boots combo, however, is a scenario that I have probably put more thought into than is necessary. However, I'll lay out my logic, and others are welcome to use this if they want. Consider...

Jumping a standard trap square requires a single roll without skulls -> probability of success is 3/6
Jumping a long pit requires rolling a black shield -> probability of success is 1/6
Therefore, the odds of jumping a long pit are (1/6)/(3/6) = 1/3 the odds of jumping a regular pit
Jumping a standard trap with Rabbit Boots requires a single roll without a black shield -> probability of success is 5/6
Therefore, the odds of jumping a long trap with Rabbit Boots on should be: (5/6) x (1/3) = 5/18, or 10/36.

The conversion from 5/18 to 10/36 shows this can be determined using two die rolls. It took me a while to concoct a combat dice result that has 10/36 odds of occurring, but I finally decided that a roll of either double skulls (9/36 odds) or double black shields (1/36) means a successful jump.

Re: Long Pit Traps in EQP

PostPosted: February 25th, 2022, 5:13 pm
by wallydubbs
Without complicating things with all the (although I appreciate the effect). When it comes to rabbit boots, since there's 2 spaces that needs to be jumped, I'd suggest rolling 2 dice, (1 for each space), you'll successfully cross with no black shields.

Re: Long Pit Traps in EQP

PostPosted: November 5th, 2022, 1:10 pm
by Bareheaded Warrior
manaknight14 wrote:Yeah, I think that disarming a long pit trap should be no different than any other pit trap.

The long pit/Rabbit Boots combo, however, is a scenario that I have probably put more thought into than is necessary. However, I'll lay out my logic, and others are welcome to use this if they want. Consider...

Jumping a standard trap square requires a single roll without skulls -> probability of success is 3/6
Jumping a long pit requires rolling a black shield -> probability of success is 1/6
Therefore, the odds of jumping a long pit are (1/6)/(3/6) = 1/3 the odds of jumping a regular pit
Jumping a standard trap with Rabbit Boots requires a single roll without a black shield -> probability of success is 5/6
Therefore, the odds of jumping a long trap with Rabbit Boots on should be: (5/6) x (1/3) = 5/18, or 10/36.

The conversion from 5/18 to 10/36 shows this can be determined using two die rolls. It took me a while to concoct a combat dice result that has 10/36 odds of occurring, but I finally decided that a roll of either double skulls (9/36 odds) or double black shields (1/36) means a successful jump.


This is precisely the reason why I have converted all these types of rolls/tests to use a red die i.e. jump a one square width obstacle needs 3+ (I know 4+ matches the original), a two square width obstacle 5+, disarm a trap 5+ (6+ in those Quests that state the traps are better hidden than usual) and so on, as it makes it so much easier to apply mods/bonuses like Rabbit Boots +1 to Jump Roll, Potion of Speed +1 to Jump Roll (and extra movement), Plate Mail Armour -1 to Jump Roll, Dwarf +2 to Disarm Roll, Toolkit +1 to Disarm Roll and so on.

Keep the red dice "movement dice" for movement and related activities, and the combat dice for combat and related activities (that result in loss of BP/MP)