A few old tips

Started by Mort, March 16, 2011, 11:47:24 PM

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Drakill Tannan

Quote from: TheImpossibleDream;230647Ruins are filled with traps, locks and hidden doors that a wizard or in fact any class without all of those skills would never be able to bypass. In addition magical items found in such places are often specific to the race that made them. Meaning you'd need use magic device in order to bypass thier racial requirement (elven ruins for example). But yeah this is getting derailed quite a bit now.

A grave robber concept is better for a rogue, yeah. How does it make any sence that a wizard intrested in arcane lore would not take the time to learn to open lockls and disable traps so he could acces first hand obscure arcane netherese knowledge?

TheImpossibleDream

Quote from: Drakill Tannan;230651A grave robber concept is better for a rogue, yeah. How does it make any sence that a wizard intrested in arcane lore would not take the time to learn to open lockls and disable traps so he could acces first hand obscure arcane netherese knowledge?

From a purely ic stand point wizards are not supposed to even recieve the required feat to remove traps higher than dc 20 for one thing... But this is not the place for that debate.

you axed for it

Pretty much most of my wizards had Open Lock/Disable Trap/Search cross classed. Wizards get a tonne of skills, and are extremely intelligent. I see no OOC or IC reason that an 18 INT wizard could not figure out how to disarm a trap or open a lock. Obviously not as competently as a Rogue, but certainly its not rocket science and a wizard who adventures lots and comes across them all the time could reliably figure them out.

Porkolt

Disarming magical traps and picking complicated locks might actually be a lot more complicated than rocket science.
 
Also, the very nature of skills in D&D is that it's something you know how to do, and get better at with more experience (hence getting skill points when you level up).
 
Also, don't forget that skills like open lock and disarm trap cannot be used untrained (meaning you have to invest points in them before you can make a check for that skill, unlike many other skills). This means that, no, it is in fact not something you 'just know how to do' because of high INT. It requires actual training before you can even attempt it with the faintest idea of what you're doing.

Howlando

It's really all right for wizards to take these skills. Just don't slip into the trap of getting yourself locked up into just being an adventurer wizard with no flair or distinguishing, flavorful characteristics.