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<blockquote data-quote="T. Foster" data-source="post: 3435762" data-attributes="member: 16574"><p>Correct</p><p></p><p>The magic-user <em>knock</em> spell specifically opens locks. If that's not available you've got 2 choices: 1) find a key (if there's a lock, it makes sense that there will be a key that fits it somewhere nearby), or 2) smash it (making lots of noise and probably drawing wandering monsters, and possibly destroying whatever is on the other side of the lock). If someone wanted to try to pick a lock I'd assign an ad-hoc chance based on the character's Int and Dex, but it would be very low (perhaps base 1% + 1% per point of Int or Dex above 13, or something like that). I also like the idea of a "locksmith" expert hireling who's an NPC who doesn't fight but who has a good chance to pick any lock -- he won't normally go into the dungeon with you, but if you bring out a locked chest or strongbox you can take it to this guy and pay him to open it for you.</p><p></p><p>Dwarfs are also vaguely stated (vol. I, p. 7) as being able to find traps (with no mechanic attached), and there are wands of secret door and trap detection. More generally, though, it's up to the players' ad-hoc tricks -- probing with poles or daggers, rolling marbles, tying rope or string around things, using bags of sand or flour, etc. From my perspective, at least, abstracting all of those tricks away into the "find traps" roll takes away at least a little bit of the fun of the game.</p><p></p><p>There's a vague mention (vol. I, p. 10) that Strength aids in "opening traps" (again with no mechanic attached). I wouldn't say that characters are assumed to be able to disarm or disable traps -- <em>avoid</em> them, or trigger them harmlessly, yes (don't step on the pressure plate, cause the needle to spring without your finger in its path, etc.), but not necessarily disarm them (i.e. make it so that the needle or pressure plate doesn't spring).</p></blockquote><p></p>
[QUOTE="T. Foster, post: 3435762, member: 16574"] Correct The magic-user [i]knock[/i] spell specifically opens locks. If that's not available you've got 2 choices: 1) find a key (if there's a lock, it makes sense that there will be a key that fits it somewhere nearby), or 2) smash it (making lots of noise and probably drawing wandering monsters, and possibly destroying whatever is on the other side of the lock). If someone wanted to try to pick a lock I'd assign an ad-hoc chance based on the character's Int and Dex, but it would be very low (perhaps base 1% + 1% per point of Int or Dex above 13, or something like that). I also like the idea of a "locksmith" expert hireling who's an NPC who doesn't fight but who has a good chance to pick any lock -- he won't normally go into the dungeon with you, but if you bring out a locked chest or strongbox you can take it to this guy and pay him to open it for you. Dwarfs are also vaguely stated (vol. I, p. 7) as being able to find traps (with no mechanic attached), and there are wands of secret door and trap detection. More generally, though, it's up to the players' ad-hoc tricks -- probing with poles or daggers, rolling marbles, tying rope or string around things, using bags of sand or flour, etc. From my perspective, at least, abstracting all of those tricks away into the "find traps" roll takes away at least a little bit of the fun of the game. There's a vague mention (vol. I, p. 10) that Strength aids in "opening traps" (again with no mechanic attached). I wouldn't say that characters are assumed to be able to disarm or disable traps -- [i]avoid[/i] them, or trigger them harmlessly, yes (don't step on the pressure plate, cause the needle to spring without your finger in its path, etc.), but not necessarily disarm them (i.e. make it so that the needle or pressure plate doesn't spring). [/QUOTE]
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