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Post by bigchris on Dec 16, 2013 21:39:57 GMT -5
1) Are there minimum skill requirements to open certain locks/disarm certain traps, or can any attempt succeed if the roll is high enough?
2) If one fails to open/disarm- can multiple attempts be made, or does the lock break/trap spring if one fails; or is it a hybrid system that allows multiple failures unless a failure is catastrophically bad?
I'm trying to determine how critical it is to buff those skills early on, and if so, by how much.
Thanks!
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mikelrysk
Hero
[ Heroes of Steel Supporter ]
Posts: 160
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Post by mikelrysk on Dec 16, 2013 22:33:46 GMT -5
I have both skills at 2, haven't had any problems except confusing the two when trying to unlock a chest.
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Post by John Robinson on Dec 17, 2013 4:07:01 GMT -5
1) Are there minimum skill requirements to open certain locks/disarm certain traps, or can any attempt succeed if the roll is high enough? 2) If one fails to open/disarm- can multiple attempts be made, or does the lock break/trap spring if one fails; or is it a hybrid system that allows multiple failures unless a failure is catastrophically bad? I'm trying to determine how critical it is to buff those skills early on, and if so, by how much. Thanks! Precision Pick and Disarm Trap increase the range at witch you can use them, and the Security Save. Disarm trap can also be used as an Area of Effect talent at higher levels. All though Security saves aren't really enforced right now they will be at some point in the future. Tamlin's Table of Hide and Peek gives a full listing of the higher level effects. A little blurry eyed with a cold, hope this helps
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Post by fallen on Dec 17, 2013 14:38:35 GMT -5
Basically, 1) the first Episode is not providing lock difficulties where you'd really need to raise these quickly. 2) Failures will cost you AP / SP but will not "break the lock" in some way that you cannot unlock it. 3) There will be locks in which your skill may simply be too low to break the lock. As higher security ratings are deployed, the "Locked" text will start to say "Locked (13)" so you know what you are up against and can determine for yourself if you should keep banging your head against that brick wall
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Post by VDX on Feb 17, 2014 20:41:52 GMT -5
There are a few places where distance disarming and distance unlocking are helpful in combat, but at this point, it seems to be a skill that's under used now resulting in it being under developed until it's too late. "Oh, NOW I need level 5 lock picking" with no way to level up to that point.
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Post by fallen on Feb 17, 2014 20:48:04 GMT -5
vdx - create a user account? Welcome to the forum!
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Post by Cory Trese on Feb 17, 2014 20:49:27 GMT -5
There are a few places where distance disarming and distance unlocking are helpful in combat, but at this point, it seems to be a skill that's under used now resulting in it being under developed until it's too late. "Oh, NOW I need level 5 lock picking" with no way to level up to that point. We have a solution to this issue that we will deploy when it becomes necessary. At this point, leveling up these talents is preparation for later episodes. The Wizard's unlocking talent is primarily focused on range, but won't be much good against high rating chests.
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Post by Gr8Scott on Feb 28, 2014 15:48:24 GMT -5
THis is one I was wondering about and glad someone asked. I obviously want to be able to open all chests, but don't want to waste talents or skills that are "overkill" Disarm 3(AoE) and Farsight/Sly Look 2(larger area) seem to be the only valuable investments in non/combat skill for Ep 1. Although it's good to know that all Ep 1 chests can be opened with any Security/Talents being invested if you don't want to. My fear is the first Chest in Ep 2 will be a (6)! AAARGH! Let's replay 2,000 hours of episode one to get Tamilin 2 more security points this time.
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Post by John Robinson on Mar 7, 2014 14:46:57 GMT -5
There are a few places where distance disarming and distance unlocking are helpful in combat, but at this point, it seems to be a skill that's under used now resulting in it being under developed until it's too late. "Oh, NOW I need level 5 lock picking" with no way to level up to that point. We have a solution to this issue that we will deploy when it becomes necessary. At this point, leveling up these talents is preparation for later episodes. The Wizard's unlocking talent is primarily focused on range, but won't be much good against high rating chests. Thanks for the Ring. Found a +1 Security ring. In all of EP1 there was only one gate I could not open. Swapped in the +1 ring opened that gate and put my old ring back on.
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