Picking Locks/saved posts: Difference between revisions
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==Factors for Success== |
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{{saved-post|category=Rogues|topic=Locksmithing and Traps|subject=Factors for Success|date=8/6/2005 5:19:09 PM|author=GS4-ILDRAN (GM Ildran)|messagenum=5141}} |
{{saved-post|category=Rogues|topic=Locksmithing and Traps|subject=Factors for Success|date=8/6/2005 5:19:09 PM|author=GS4-ILDRAN (GM Ildran)|messagenum=5141}} |
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IOI: 4 |
IOI: 4 |
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- Consigliere Ildran, Shizlock Holmesplice |
- Consigliere Ildran, Shizlock Holmesplice |
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==ESP Penalty Removal== |
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{{saved-post|category=Rogues|topic=Locksmithing and Traps|subject=Locksmiths Learn to Think |date=8/1/2010 7:21:11 PM|author=GS4-OSCURO|messagenum=9767}} |
{{saved-post|category=Rogues|topic=Locksmithing and Traps|subject=Locksmiths Learn to Think |date=8/1/2010 7:21:11 PM|author=GS4-OSCURO|messagenum=9767}} |
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Having an activated thought net (via crystal amulet or any other method) no longer provides a penalty to disarming traps or any other form of locksmithing. Locksmiths should feel free to use their regained rights to telepathically converse with other townsfolk. |
Having an activated thought net (via crystal amulet or any other method) no longer provides a penalty to disarming traps or any other form of locksmithing. Locksmiths should feel free to use their regained rights to telepathically converse with other townsfolk. |
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GameMaster Oscuro |
GameMaster Oscuro |
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[[Rogue]] Team<br> |
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[[Cleric]]/[[Empath]] Team |
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[[Category:Locksmithing]] |
[[Category:Locksmithing]] |
Revision as of 09:44, 17 March 2017
Factors for Success
Topic: Locksmithing and Traps
Message #: 5141
Author: GS4-ILDRAN (GM Ildran)
Date: 8/6/2005 5:19:09 PM
Subject: Factors for Success
IOI: 4
Okay, here are the factors for success at each of the three tasks, by default, in a very particular order. Some traps may add their own modifiers. I don't think there's anything revolutionary here.
Spotting traps:
Helps - Disarming Traps skill, Intuition bonus, Perception skill, Traplore, Presence, Self Control, good lighting, Lucksong (helps your luck)
Hurts - Trap discovery difficulty, wounds, amunet, Sounds, Interference, Weapon Deflection, bad lighting, fog, fumbles
Disarming traps:
Helps - Disarm skill, Dexterity bonus, Lucksong (helps your luck), Traplore, Self Control, good lighting, "modding down"
Hurts - Trap disarming difficulty, fumbles, amunet, Sounds, Interference, Weapon Deflection, bad lighting, fog, wounds
Picking:
Helps - Picking skill, Dexterity bonus, Locklore, lockpick, open rolls, "modding down"
Hurts - Wounds, not enough skill for the used lockpick, fumbles
- Consigliere Ildran, Shizlock Holmesplice
ESP Penalty Removal
Topic: Locksmithing and Traps
Message #: 9767
Author: GS4-OSCURO
Date: 8/1/2010 7:21:11 PM
Subject: Locksmiths Learn to Think
Having an activated thought net (via crystal amulet or any other method) no longer provides a penalty to disarming traps or any other form of locksmithing. Locksmiths should feel free to use their regained rights to telepathically converse with other townsfolk.
GameMaster Oscuro