For reasons, the trap is based on the principle of acid dissolving stone, and the solution dripping into a vessel that disarms the trap and opens a door.
I'm struggling to come up with a foolproof mechanism that can't be bypassed.
1) No such thing as a foolproof mechanism that can't be by bypassed. Silly to think about.
2) In fact, you should reward players for coming up with a a bypass that you did not think of.
3) Your description is lacking in many ways. Talking about a principle means none of us understand what you want done, why or how so we cannot help you. Try talking about those things specifically - what do you want done, how do you want the players to deal with the trap, and why?
I agree with the above. I think describing it in actual physics is less useful than describing it either as a puzzle or through game mechanics, which is how the players will be interacting with it.
You can design the prefect trap with irl engineering, but in-game the problem is going to be resolved with a skill roll, and you'll probably feel disappointed when "ok I roll Thieves Tools" is the answer to the problem you spent an hour designing.
I'm looking for help designing a trap/door lock.
For reasons, the trap is based on the principle of acid dissolving stone, and the solution dripping into a vessel that disarms the trap and opens a door.
I'm struggling to come up with a foolproof mechanism that can't be bypassed.
Any suggestions would be welcome.
1) No such thing as a foolproof mechanism that can't be by bypassed. Silly to think about.
2) In fact, you should reward players for coming up with a a bypass that you did not think of.
3) Your description is lacking in many ways. Talking about a principle means none of us understand what you want done, why or how so we cannot help you. Try talking about those things specifically - what do you want done, how do you want the players to deal with the trap, and why?
I agree with the above. I think describing it in actual physics is less useful than describing it either as a puzzle or through game mechanics, which is how the players will be interacting with it.
You can design the prefect trap with irl engineering, but in-game the problem is going to be resolved with a skill roll, and you'll probably feel disappointed when "ok I roll Thieves Tools" is the answer to the problem you spent an hour designing.
When in doubt, majic :)