White Cross
2005-11-10 16:16:05 UTC
#2762
I think there could be a solution to have "thieves' tools" more immersive than those learn-how-to-pick-locks-in-one-use standard Thieves Tools.
Solution would be simple. Similarly to healing kit changes, remove the standard thieves tools items (+1, +3, +10, etc), and new custom ones, with unlimited use, and more plausible bonuses (capped at +3 or so?), naming it Lockpicks (not all rogue is a thief, afterall).
Scarrow
2005-11-10 23:57:30 UTC
#2777
Here's how the Open Locks skill, in a PnP environment, should be affected by the use of proper implaments, care of the SRD:
OPEN LOCK (DEX; TRAINED ONLY)Attempting an Open Lock check without a set of thieves’ tools imposes a –2 circumstance penalty on the check, even if a simple tool is employed. If you use masterwork thieves’ tools, you gain a +2 circumstance bonus on the check.
Check: The DC for opening a lock varies from 20 to 40, depending on the quality of the lock, as given on the table below.
Lock DC
Very simple lock - 20
Average lock - 25
Good lock - 30
Amazing lock - 40
Action: Opening a lock is a full-round action.
Special: If you have the Nimble Fingers feat, you get a +2 bonus on Open Lock checks.
Untrained: You cannot pick locks untrained, but you might successfully force them open.
Ladocicea
2005-11-11 00:24:10 UTC
#2778
That sounds pretty good.
Not sure just how useful an open lock skill is in the Underdark though. It seems to me as though there'd be more locks to pick in a City with Dungeons than a Cave with tunnels.
Thrawn
2005-11-11 00:49:42 UTC
#2779
As a DM, I love non-combat obstacles. So you will definately see locked objects with obsenely high hardness so that those who depend on bashing will be wasting their time.
On the actual topic, I'd love to see the following, although I don't know who high a priority it will be:
No tools = -2 to open locks check
Lockpicks = +0 to open locks check
Quality Lockpicks = +1 to open locks check
Masterwork Lockpicks = +2 to open locks check
Enchanted Lockpicks > +2 to open locks check
Ladocicea
2005-11-11 01:00:31 UTC
#2781
Awesome. It's good to know that EFU will provide options for the use of skills like these.
I find a lot of skills get neglected. Open Lock to a lesser extent (though I've still never ever seen it imaginatively used), but the skills like Bluff and Intimidate always go unused.
Thrawn
2005-11-11 01:23:06 UTC
#2787
Getting off topic again, pretty much every scripted quest I write will have opportunities to use the following:
Pick Locks
Disable Traps
Persuade
Bluff
Intimidate
Search
A great many will likely give opportunities for skills like:
Lore
Spellcraft
Tumble
Spot/Listen
Perform
I can't speak for all the DM's, but I personally love the skill system. I think that is what makes 3rd edition D&D far and above the previous versions. I plan to make liberal use of them when designing about anything.
Scarrow
2005-11-11 01:35:25 UTC
#2789
And in a similar vein, I submit for your consideration:
Syrsuro's Interactive Door System!
White Cross
2005-11-11 10:15:51 UTC
#2809
On a side note, I tried a "classic diablo" server once, and one thing that I foudn interesting, was that you could actually break locks instead of breaking the whole door, by bashing it. It would just unlock the door.
Also, I think there should be some consequence for bashing doors/locks besides taking extra time. Perhaps it could 'shout' for monsters nearby that pcs are present.
Ladocicea
2005-11-11 16:48:04 UTC
#2827
White Cross
On a side note, I tried a "classic diablo" server once, and one thing that I foudn interesting, was that you could actually break locks instead of breaking the whole door, by bashing it. It would just unlock the door.Also, I think there should be some consequence for bashing doors/locks besides taking extra time. Perhaps it could 'shout' for monsters nearby that pcs are present.
Everything you say makes sense. It doesn't seem very DnD-esque, but it does sound good.
I like it.
Draon17
2005-11-16 04:07:27 UTC
#3166
i liked the bashing the lock off aspect, but actualy bashing the door has its moments as well...any way to develope an option i.e. lock mechanisms similar to the trap mechanisms run on CoA
Stealthwhisper
2005-11-22 14:58:54 UTC
#3661
Here's a few more thief tools I'd like to see included in EFU.
Arm sling
This is simply a cloth sling; the thief wears it to appear as if he has a broken or injured arm, and speedily withdraws his hand from it for the pocket-picking attempt. This reflects the fact that people simply do not expect to see a man with a broken arm picking pockets and the expectation determines the perception.
Suggestion: Bandage that fits in the glove item slot. Grants +1 to picking pockets when equipped.
Mini-Blade
This a very small blade which can be held between the fingers. The mini-blade is used to cut a soft container – most obviously a purse or pouch – so that the thief can get what’s inside it. It is the most effective technique for getting at coins, gems, etc inside a purse with drawn and tied strings.
Suggestion: Small dagger that grants +1 to picking pockets when equipped.
Footpads
Footpads can be improvised from rags or cloth tied to the feet, or build into footwear. Footpads are not considered standard equipment worn by the thief because of the disadvantage they have. Their advantage is that they add to the chance for moving silently, while the disadvantage is that they reduce tractions, and so their use adds a penalty to climbing walls and avoiding traps.
Suggestion: “Boots” that grants +3 move silently, -5 tumble and -5 reflex saving throw when equipped.
Magnifying glass
Suggestion: Grants +2 to the open lock skill when used on a locked door. Could work similar to crafting kits and require to be activated before picking the lock, which would enable us to use it in combination with a set of lockpicks.
Fish
2005-11-22 17:18:43 UTC
#3665
Not some bad suggestions. The OnEquip ones are not really feasible im sure since that requires a script which helps generate lag. but the boots are relatively sound.
White Cross
2005-11-22 18:07:32 UTC
#3668
Fish
Not some bad suggestions. The OnEquip ones are not really feasible im sure since that requires a script which helps generate lag. but the boots are relatively sound.
None of his suggestions requires any scripting at all (except the last one, but it would be an OnActivateItem or something). They are just regular items with skill bonuses.
Fish
2005-11-22 23:11:28 UTC
#3696
Sorry yes, misread. appologies