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Impossible locks..

Posted: Tue Feb 09, 2010 2:09 am
by Regas
I know there are times when we need to have dm only locks in place but there seems to be a great many of these in BG at the moment. Locks set to DM or Key only take some of the fun out of playing a rogue. Could we re-think setting so many of the locks to Key only on BG, especially those where the key can be bought or there's no real reason to make the lock key only?

Re: Impossible locks..

Posted: Tue Feb 09, 2010 2:33 am
by danielmn
I will look into making key only locks pickable as well. The setup for the obtaining of these keys I am not willing to remove however, as I understand it the keys require NPC interaction to get, often requiring DC's in rp skills as well. I am not willing to negate the use of rp skills soley for the enjoyment of one or two particular classes. We are also looking at the conundrum of "Hey, I don't need any rp skills because I have this nifty second level spell called Knock that can unlock anything." In essence, you are looking at a way to bypass a built in system...something I don't wholeheartedly agree with. Please feel free to give me examples of locks you think should also by bypassed by being pickable locks/able to open with a knock spell, and I will consider redoing them.

Re: Impossible locks..

Posted: Tue Feb 09, 2010 2:33 pm
by Regas
I think you misunderstood me. I acknowledged that there are cases where we will want to have no-pick locks, like npc interaction quests. I am referring to the many mundane locks through out the server that would normally not have a high dc, like the lock to a room in an inn for instance (the H&C specifically). As a dm no lock is unpickable so it may not be very apparent which are and are not. You may be surprised how many of the locks in BG are unpickable. And yes... knock is a handy spell, less so if it doesn't work on any doors :) .

Re: Impossible locks..

Posted: Tue Feb 09, 2010 5:58 pm
by dirsa
i actually like the unbreakable/unpickable locks... as odd as that sounds - they do add a degree of realism. while in game we can break or pick any door because there are no npc about - wouldn't picking lock to an inn room have a high degree fo possibility upon success to reveal two angry halforcs?

Re: Impossible locks..

Posted: Tue Feb 09, 2010 6:30 pm
by danielmn
simple lock - dc 20
average - dc 25
good - dc 30
superior - dc 40

Lock stats from players handbook. I will give the h+c doors a look this afternoon, as I am busy with redoing placeables there anyway.

Re: Impossible locks..

Posted: Tue Feb 09, 2010 8:50 pm
by Brother Humphrey
I can think of some caves that have locked and therefore impregnable doors leading to other sections that I was given to understand are either unfinished or there were some DM quests lined up for them before the team was going to let us Brawns-more-than-Brains types go bashing doors down and letting us run amok. *sniffs* :cry: A pity, but there it is.

I know this should be in the bugs thread, but I know it's been posted there several times, but I'm under the impression no fix was ever made, and since you're looking at this tread specifically tonight, Dan-the-man.... There's a certain locked and trapped door in the Haunted Halls that has a regenerating trap. It automatically resets itself an instant after its been disarmed or triggered, making it impossible to bypass.

Re: Impossible locks..

Posted: Tue Feb 09, 2010 9:01 pm
by danielmn
Can I get a screenshot of this certain door?

Re: Impossible locks..

Posted: Wed Feb 10, 2010 1:01 am
by Regas
this isn't that big a deal for me either, i know that building is a work in progress so maybe just something to keep in mind as BG develops. Not every lock needs to be pickable but it's nice to have at least some that can be. :)

Re: Impossible locks..

Posted: Wed Feb 10, 2010 6:53 pm
by Brother Humphrey
danielmn wrote:Can I get a screenshot of this certain door?

Roger, wilco, boss. Just keep in mind that doing so is an OOC quest, since Lem's got plenty of reason NOT to be there on his own, so I'll make it a quicky.