Home > Suggestions

Thieves Tools.

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).

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.

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.

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

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.

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.

And in a similar vein, I submit for your consideration:

Syrsuro's Interactive Door System!

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.

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.

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

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.

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.

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.

Sorry yes, misread. appologies