Recently, I've been exploring the realm as I feel comfortable enough with my characters strength to do so. Every so often, I come across a locked door in areas that seem barren. Being a thief, I think nothing of being able to pick the lock, so I attempt to do so.
With no warning whatsoever, I'm in after life.
Now, I know better than to pick the locks of the doors at the front of a players home. Honostly: Who *wants* to die? But these doors look exactly like that of any other locked door in the realm. There is no warning, and nothing that can be done once it's done.
Would it be possible to at least allow the player to live, without letting them enter the home?
My suggestion is that you cannot pick the lock without a set of lock picks, and then when you hold your picks, they always break while attempting it. This would give a totally believable role play response, opposed to a NEEDLE in the finger causing immediate death which...is not believable in the least bit.
Thanks
-Saiden
Pick Lock
I sympathise with your problem. Really. But if you choose to investigate places you come across by 'illegal' means you should be prepared to accept the consequences. Call it an occupational hazard. No-one forces you to pick all these locks, you make a conscious choice to do so, and this decision should contain some amount of risk assessment on your part.
Perhaps the real problem is that people are used to not paying attention to the locks they are about to pick. Or that in the main only player dwelling locks have such traps on them.
Your point about a 'needle' causing instant death is completely believable and realistic. There are many neurotoxins available from natural sources in our own world which can cause these effects. In a world where magic exists, I have no problem thinking of poisons which could do far worse things than just kill you.
I support your suggestion that lockpicks should be necessary to pick all but the simplest of locks, and this should be the case for all locks, not just those on player dwellings.
Perhaps the real problem is that people are used to not paying attention to the locks they are about to pick. Or that in the main only player dwelling locks have such traps on them.
Your point about a 'needle' causing instant death is completely believable and realistic. There are many neurotoxins available from natural sources in our own world which can cause these effects. In a world where magic exists, I have no problem thinking of poisons which could do far worse things than just kill you.
I support your suggestion that lockpicks should be necessary to pick all but the simplest of locks, and this should be the case for all locks, not just those on player dwellings.
I could be wrong not having a thief char but what you want could be accomplished by find/remove traps couldn't it? Do our thieves have this skill and if so why aren't you useing it? =) Every thief knows not to touch the bloody lock untill you have checked it over fifteen times, at least the living ones do. =p
- Saiden
- Sword Novice
- Posts: 27
- Joined: Wed Sep 24, 2003 10:51 am
- Location: IRL: New Orleans, LA, USA - IC: Waterdeep & Surrounding Roads
- Contact:
So, would it be at all possible for us to use the syntax: search <direction>, to find out information about that direction such as if the lock on the door is a trap?
I could very well imagine a person dressed in black on his knees tinkering with a mechanism for however long it takes to find out if the lock is worth messing with, or if it's a lost cause.
If there is a trap inside a lock, surely a good thief could find it. There is no reason that I see that one couldn't find out if danger is present or not.
Thanks for your time!
-Saiden
I could very well imagine a person dressed in black on his knees tinkering with a mechanism for however long it takes to find out if the lock is worth messing with, or if it's a lost cause.
If there is a trap inside a lock, surely a good thief could find it. There is no reason that I see that one couldn't find out if danger is present or not.
Thanks for your time!
-Saiden
- Saiden
- Sword Novice
- Posts: 27
- Joined: Wed Sep 24, 2003 10:51 am
- Location: IRL: New Orleans, LA, USA - IC: Waterdeep & Surrounding Roads
- Contact:
Just going through the forums and thought that this thread could use a bump for exactly what Cret is trying to convey.Cret wrote:I wanted to know if Pick Locks could be changed slightly.
Pick lock open
pick lock closed
This is so one might lock the door behind them and be less likley to get caught in the act.
I don't see any reason a lock couldn't be reset into place if the persons skill is good enough to do so.
I don't want to steal it...no that would be too easy...
I want them to give it to me willingly
I want them to give it to me willingly