Picking Locks/saved posts: Difference between revisions
m (Locksmithing saved post moved to Locksmithing (saved post)) |
MILQUETOAST (talk | contribs) No edit summary |
||
Line 4: | Line 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. |
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 |
Spotting [[trap]]s:<br> |
||
Helps - Disarm skill, Intuition bonus, Perception skill, Traplore, Presence, Self Control, good lighting, Lucksong (helps your luck)<br> |
Helps - [[Disarm]] skill, [[Intuition]] bonus, [[Perception]] skill, [[Disarm Enhancement (404)|Traplore]], [[Presence]], [[Self Control]], good lighting, [[Song of Luck (1006)|Lucksong]] (helps your luck)<br> |
||
Hurts - Trap discovery difficulty, wounds, amunet, Sounds, Interference, Weapon Deflection, bad lighting, fog, fumbles<br> |
Hurts - Trap discovery difficulty, wounds, [[amunet]], [[Sounds]], [[Interference]], [[Weapon Deflection]], bad lighting, fog, fumbles<br> |
||
Disarming traps:<br> |
Disarming traps:<br> |
||
Helps - Disarm skill, Dexterity bonus, Lucksong (helps your luck), Traplore, Self Control, good lighting, "modding down"<br> |
Helps - Disarm skill, [[Dexterity]] bonus, Lucksong (helps your luck), Traplore, Self Control, good lighting, "modding down"<br> |
||
Hurts - Trap disarming difficulty, fumbles, amunet, Sounds, Interference, Weapon Deflection, bad lighting, fog, wounds |
Hurts - Trap disarming difficulty, fumbles, amunet, Sounds, Interference, Weapon Deflection, bad lighting, fog, wounds |
||
Picking:<br> |
[[Picking Locks|Picking]]:<br> |
||
Helps - Picking skill, Dexterity bonus, Locklore, lockpick, open rolls, "modding down"<br> |
Helps - Picking skill, Dexterity bonus, [[Locklore]], [[lockpick]], open rolls, "modding down"<br> |
||
Hurts - Wounds, not enough skill for the used lockpick, fumbles |
Hurts - Wounds, not enough skill for the used lockpick, fumbles |
||
- Consigliere Ildran, Shizlock Holmesplice |
- Consigliere Ildran, Shizlock Holmesplice |
||
{{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}} |
|||
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 |
|||
[[Rogue]] Team<br> |
|||
[[Cleric]]/[[Empath]] Team |
|||
[[Category:Locksmithing]] |
Revision as of 19:23, 1 August 2010
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 - Disarm 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
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