Correct. However, people are complaining about the way RNG was implemented in the palace. Randomness is not a bad thing in games, if you can do it right. The number of games without any random factors, be it digital or on boards/cards, is relatively small, yet we play them and still have lots of fun!
And THIS is the reason for it. If done correctly - or should I rather say, if done with the idea of keeping frustration levels low? - RNG does not ruin but rather complement a game. Those silver chests we see on our maps? They should make us feel excited, because they are what we ultimately are looking for. Instead I'm seeing myself casting Aspected Benefic on whoever dares to aproach them, because I EXPECT them to explode. I'm actually surprised if an upgrade pops out, even though it should be the other way around, right? Explosions occuring too often and being unpreventable turn out to be unfun, because they destroy the very reason we run the dungeon in the first place.
There are tons of ways to keep randomness on those chests, without making it FEEL frustrating.
1. A triggered trap does not prevent an upgrade. Instead the triggering player is debuffed with something annoying(and by that I mean undispellably annoying ^_^). Make it carry the same impact a lost upgrade has on us. Something that really needs our attention.
2. Increase upgrades required from 30 to... whatever makes sense for your formulas, and make every chest hand out TWO upgrade points by default. Traps reduce the amount received by 1. On average it would be the same as it is now - but since our minds are pretty easy to trick, getting one upgrade on a trap and requiring 60 is OF COURSE better than receiving none on a trap and requiring 30. Yes, we're THAT easily influenced >.<.
3. Trap removing pomanders also remove those pesky trapped silver chests. NO, they won't make those chests accessible, but instead remove them entirely. Also the revealing pomander could mark exploding chests with an effect(and show them on the map too!).
4. Add a really short minigame to the chest's traps. When the trap triggers you get 10 seconds to disarm it. Of course your group will hate you for failing, and complaints about it will definitely rise, so make the minigame pop up for everyone, as soon as they get out of combat.
Anything that makes silver chests feel less aggravating ^_^.



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