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Reliable Talent. What the what?
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<blockquote data-quote="Tormyr" data-source="post: 7289581" data-attributes="member: 6776887"><p>Small bit of pedantic checking here, but you seem to be complaining about the PC picking locks automatically but have no mention of Thieves' Tools. A rogue must have expertise in Thieves' Tools to hit that auto success on a DC 23 lock or trap.</p><p></p><p>My previous campaign ran to level 20 with a rogue who had a minimum roll for Dexterity (Thieves' Tools) of 32 against locks with expertise and gloves of thievery. The player's catchphrase became, "Do I need to roll for that?" We had a good chuckle and moved on. Unlocking locks became a story element rather than a challenge as the PC was one of the best at her craft in the world. Even locks that had been magically enhanced with <em>arcane lock</em> clicked open more often than not. This led to a good laugh when the wizard decided that he would magically open a set of magically locked chests. After a few abysmal <em>dispel magic</em> rolls, the diminutive halfling rogue reached around him and said, "May I try?" *click* *click* *click* *click* They all opened.</p><p></p><p>As DMs, one of our biggest requirements is to adjust to how the situation of the game deviates from how we expected it would go. In this case, your rogue is much better at picking locks than you anticipated. There are many ways to handle this:</p><p>1. Narrate any locks that the rogue cannot fail to unlock rather than asking for a die roll. Use this as an opportunity to avoid breaking the narrative of the game.</p><p>2. Look at other ways to challenge the party around locks. Maybe there is a devious trap. Maybe there is a <em>scrye</em>-based security system that has a serious of sensors sending back to a room with a guard watching a series of crystal balls. Maybe there is an invisible guard or golems that are activated when an unauthorized user mucks with the lock.</p><p>3. Introduce a house rule that says it takes a number of seconds to unlock a lock equal to the DC of the lock. So a DC 30 lock would take 30 seconds or 5 rounds.</p><p></p><p>Enjoy when the rogue gets their auto success on any 1 d20 roll!</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7289581, member: 6776887"] Small bit of pedantic checking here, but you seem to be complaining about the PC picking locks automatically but have no mention of Thieves' Tools. A rogue must have expertise in Thieves' Tools to hit that auto success on a DC 23 lock or trap. My previous campaign ran to level 20 with a rogue who had a minimum roll for Dexterity (Thieves' Tools) of 32 against locks with expertise and gloves of thievery. The player's catchphrase became, "Do I need to roll for that?" We had a good chuckle and moved on. Unlocking locks became a story element rather than a challenge as the PC was one of the best at her craft in the world. Even locks that had been magically enhanced with [I]arcane lock[/I] clicked open more often than not. This led to a good laugh when the wizard decided that he would magically open a set of magically locked chests. After a few abysmal [I]dispel magic[/I] rolls, the diminutive halfling rogue reached around him and said, "May I try?" *click* *click* *click* *click* They all opened. As DMs, one of our biggest requirements is to adjust to how the situation of the game deviates from how we expected it would go. In this case, your rogue is much better at picking locks than you anticipated. There are many ways to handle this: 1. Narrate any locks that the rogue cannot fail to unlock rather than asking for a die roll. Use this as an opportunity to avoid breaking the narrative of the game. 2. Look at other ways to challenge the party around locks. Maybe there is a devious trap. Maybe there is a [I]scrye[/I]-based security system that has a serious of sensors sending back to a room with a guard watching a series of crystal balls. Maybe there is an invisible guard or golems that are activated when an unauthorized user mucks with the lock. 3. Introduce a house rule that says it takes a number of seconds to unlock a lock equal to the DC of the lock. So a DC 30 lock would take 30 seconds or 5 rounds. Enjoy when the rogue gets their auto success on any 1 d20 roll! [/QUOTE]
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