Lock's and Key's

Started by Xnyth, August 24, 2012, 05:47:38 AM

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Xnyth

Im sure this has been mentioned before. But I think playing a rogue, with open lock skill would be much more fun, if every single locked door / chest / tower / mayor's office / everything locked no matter what had a DC, some much harder then others, Rather then almost never finding something a rogue can put they're open lock skill to use on. Like the Mayors Ofiice, It is going to be a well built lock, To protect the Mayor, and his/her papers and so on. So make it a very very difficult DC, like DC:80 maybe someday there will be a extremly high level rogue who can somehow reach that. I know it'll be alot more fun seeing a DC on lock's then simply "It requires a special key to open this lock" That's the point of picking it! We dont have the key.
 
Anyhow, Thanks for reading my thoughts. Happy Hunting-

The Crimson Magician

fun idea, perhaps DCs that will only be likely obtainable to PCs the DM team can trust to use responsibility [or instead of permanent high lock, just really good pick tools on a certain plot.]

winter_is_coming

There is plenty of locks/chests that rogues can open..

But if you wanted to sneak around an NPC area and do some dabbling with the picks, cutter, you would need a DM nonetheless.
And they would be most happy to help you pick the doors which are not pickable via a skill roll.. and face the consequences of that..

Xnyth

I understand there are Chest's / Door's and other things that can be opened via Open Lock skill, But nothing really in Mistlocke, or The Floating Enclave, or Old Stones.. And in some cases would a DM be needed? Given, you follow the rules of mugging someone and take very little, Not completely rob the person, Would you need a DM to sneak into old stones, go to the area with the rented rooms, Pick the Lock, get to they're personal chest, pick that lock, and take a small token or two?
 
Perhaps my whole idea is wrong on this, I just think it would be funner for a rogue to be able to do some real stealth mission's without always needing a DM. DM's are busy and cant always help everyone sending them request's.

lovethesuit

There are locked doors that cannot be picked through normal means, but DM supervision allows for the breaking of rules in that regard. Generally, as I understand it, it's more about the sensitivity of what is behind there, and the need for a direct NPC response.

Egon the Monkey

What LTS says. If you break into an area with NPCs around, they'll investigate. Also, a lot of doors lead nowhere. They are there because the building has door slots that aren't needed to go to a location.

If you want to find some ridiculous DC doors to go and be awesome at, I assure you there are plenty in the wilderness and ruins. Also there is a Pick Pocket tool. It uses the Pick Pocket and stealth skills. You also have a tool that will let you work out someone's approximate detection skills.

http://www.escapefromundeath.com/forums/showthread.php?t=49476&highlight=Rogue+Pick+Pocket

Xnyth

I'm not playing a rogue at the moment. And yea the Examine Mark tool.. This was all something that just popped into my head and I thought id put it in here for discussion. Thanks For your responses anyway!

Experiment_163

Also, many of the specific-key doors are there to link to specific possible plot locations, such as a heretofore unreachable area (to me) I know of which houses a shrine to Lolth...such implies highly dangerous NPCs / mobs in an otherwise lower-level zone, and a huge conflict due to various circumstances regarding its location.

River Walker

In the Underdark, certain quest area transitions used to tell you "You can't go this way right now" or something similar. It might be a good idea to plug those messages back in.

el groso

It's possible to attempt to pick every single lock in the game. Some even without DM supervision.

NecropolisV

I like this idea, I really don't like having to have a DM supervise these kind of things when you want to pick a special lock simply because usually DMs have something go wrong that affects your PC badly.. at least thats how its been with all the times ive tried doing something like that.

el groso

Quote from: NecropolisV;301091I like this idea, I really don't like having to have a DM supervise these kind of things when you want to pick a special lock simply because usually DMs have something go wrong that affects your PC badly.. at least thats how its been with all the times ive tried doing something like that.

The locks that require a specific key are plot related, sometimes reveal areas with NPCs that would react somehow to the invasion, or a special hideout that having access would require at least DMs to know you found out. Increasing the DC to ridiculously high amounts would just make it impossible for non OP rogues to open then -even- with a DM present, in that case, they would have to get a DM to lower the DC or give them tools, or just forget about the whole idea and waste some awesome player initiative. Capisce? :)