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<blockquote data-quote="Obreon" data-source="post: 7213892" data-attributes="member: 6815225"><p>Thanks for the feedback!</p><p></p><p></p><p></p><p>Hmm. Is that really a problem? That's one of the archetype's special abilities, and I think having lockpicking take '10 minutes' (this is, after all, an abstract approximation) by default gives that ability some real crunch. If lockpicking is quick (a few seconds/minute) normally, this ability really makes no practical difference unless you're picking a lock in the middle of a combat - which is surely a pretty rare edge case.</p><p></p><p></p><p></p><p>Good point - this is something I haven't fully worked out yet. I'd figured that this would be handled via the stealth mechanic - since careful movement defaults to stealth under this system. If the monsters fail their perception rolls then the PCs get a chance to act before the monsters notice them (unless the monsters are also stealthy and PCs fail Perception - but that's not something I'd do with wandering monsters very often because I think it's a bit too "gotcha"). This could be translated into "encounter distance", although, in practice that might be more appropriate for very large/open dungeons/the Underdark. Most of the time I think I'm going to find myself saying "You hear the sounds of something approaching around the corner/on the other side of the door, what do you do?", with the presumption that the PCs have enough time to make some simple preparations (hiding/moving away/laying basic ambush). It comes to much the same thing in the end but it just saves a bit of extra maths each time.</p></blockquote><p></p>
[QUOTE="Obreon, post: 7213892, member: 6815225"] Thanks for the feedback! Hmm. Is that really a problem? That's one of the archetype's special abilities, and I think having lockpicking take '10 minutes' (this is, after all, an abstract approximation) by default gives that ability some real crunch. If lockpicking is quick (a few seconds/minute) normally, this ability really makes no practical difference unless you're picking a lock in the middle of a combat - which is surely a pretty rare edge case. Good point - this is something I haven't fully worked out yet. I'd figured that this would be handled via the stealth mechanic - since careful movement defaults to stealth under this system. If the monsters fail their perception rolls then the PCs get a chance to act before the monsters notice them (unless the monsters are also stealthy and PCs fail Perception - but that's not something I'd do with wandering monsters very often because I think it's a bit too "gotcha"). This could be translated into "encounter distance", although, in practice that might be more appropriate for very large/open dungeons/the Underdark. Most of the time I think I'm going to find myself saying "You hear the sounds of something approaching around the corner/on the other side of the door, what do you do?", with the presumption that the PCs have enough time to make some simple preparations (hiding/moving away/laying basic ambush). It comes to much the same thing in the end but it just saves a bit of extra maths each time. [/QUOTE]
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