EFUPW Forums

Main Forums => Suggestions => Topic started by: Loghaire on January 28, 2010, 06:02:47 PM

Title: Lock picking
Post by: Loghaire on January 28, 2010, 06:02:47 PM
I think more doors and chests that are locked should be able to be picked. So far, I have been able to pick one lock. The rest demanded keys.
Title:
Post by: VanillaPudding on January 28, 2010, 06:04:42 PM
If they demand keys they are either private for a reason or there is quite simple nothing behind them. I can think of a ton of doors around that can be opened with lockpicking, ranging from DC 25-50 in difficulty.
Title:
Post by: Drakill Tannan on January 29, 2010, 01:09:26 AM
Can i make a suggestion too? Make all lockpickable stuff openable using "knock".
Title:
Post by: VanillaPudding on January 29, 2010, 06:03:54 AM
lol no, never, ever

IMO
Title:
Post by: Gnome on the Strange on January 29, 2010, 11:19:08 AM
Would be so for that, or at least a way to tell what you CAN Knock. Most un-knockable doors are those marked "plot" so they are also invulnerable to bashing. Knock is supposed to be a fairly good trade-off in taking a L2 spell to get through a bunch of doors. It also generally needs to be used in pairs as one knock will get you *in* but then you need another to get you OUT. Or for Knock to be a statbuff giving +30 Open Lock for 2 rounds.

The whole idea of Knock and Find Traps is the basic Wizard trick of "Spell that will let you do more damage than a Barb, be sneakier than a Rogue, or more manipulative than a diplomat *for a short time or single shot*. It's not unbalancing if you also disable it for wand crafting so you have to have spells prepped to use it.
Title:
Post by: Thomas_Not_very_wise on January 29, 2010, 11:56:58 AM
Anything that lessens the use of a decent rogue anytime I am against.
Title:
Post by: Semli on February 04, 2010, 09:57:37 AM
I haven't played a serious rogue yet but the impression I got as well was that there wasn't much out there to tinker with as far as this skill goes. It definately has its uses inside QAs but the sheer number of relatively safe exploratory areas you could get to in EFU with this skill is noticably lacking. Anyone have a different observation?

Quote from: Drakill Tannan;164448Can i make a suggestion too? Make all lockpickable stuff openable using "knock".

This deserves a thread in its own right which will be ignored/shot down in due time. I don't think it would be terribly unbalancing for some locks to get taken down by lock, or for it to provide the something along the lines of a temporary +5 bonus to the skill. Much higher than that is rather unbalancing. That said, this has been brought up before and is unlikely due to change due to the fact it would be both hard to balance and theres other things DMs can be doing.
Title:
Post by: Kotenku on February 04, 2010, 04:32:15 PM
There are lots of things for rogues to do. There could be more, obviously, but it is not as poor a condition as the 98% of people who've never played a serious rogue would have you believe.
Title:
Post by: Pup on February 04, 2010, 07:25:05 PM
There are SOOO many areas across the whole island for a rogue to explore.