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How are locks so hard to open?
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 8805991" data-attributes="member: 11760"><p>I will not stand for this kobold slander.</p><p></p><p>Kobolds are the most technologically advanced of the so-called monstrous humanoids. They <em>should</em> be cranking out the high-difficulty locks and traps.</p><p></p><p>Maybe a goblin or orc dungeon should have DC 10 and 15 locks and trap bypass difficulties, but traps and locks are kobolds' <em>thing</em>. They should be creating the hard ones.</p><p></p><p>And as for the basic question, of whether this stuff should be so hard, a DC 10 lock is close to pointless. Even at level 1, characters will essentially walk straight through them. Lower than DC 10 shouldn't even be a skill check, since making people roll on things you intend for them to succeed on just sets the players up for slapstick and is a waste of everyone's time as a DM (IMO).</p><p></p><p>So the only place to go is up.</p><p></p><p>Maybe DC 15 locks should be the standard, but when you're up against the thieves guild or kobolds or -- worst of all -- kobold thieves guilds, DC 20 is appropriate, IMO.</p><p></p><p>That said, good DMing wouldn't make a lock a fail state for an adventure. There should always be alternatives, whether they're different routes through a dungeon, only putting helpful-but-not-required items in locked chests, scrolls of Knock or -- crazy thought here -- <strong>keys</strong>.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 8805991, member: 11760"] I will not stand for this kobold slander. Kobolds are the most technologically advanced of the so-called monstrous humanoids. They [I]should[/I] be cranking out the high-difficulty locks and traps. Maybe a goblin or orc dungeon should have DC 10 and 15 locks and trap bypass difficulties, but traps and locks are kobolds' [I]thing[/I]. They should be creating the hard ones. And as for the basic question, of whether this stuff should be so hard, a DC 10 lock is close to pointless. Even at level 1, characters will essentially walk straight through them. Lower than DC 10 shouldn't even be a skill check, since making people roll on things you intend for them to succeed on just sets the players up for slapstick and is a waste of everyone's time as a DM (IMO). So the only place to go is up. Maybe DC 15 locks should be the standard, but when you're up against the thieves guild or kobolds or -- worst of all -- kobold thieves guilds, DC 20 is appropriate, IMO. That said, good DMing wouldn't make a lock a fail state for an adventure. There should always be alternatives, whether they're different routes through a dungeon, only putting helpful-but-not-required items in locked chests, scrolls of Knock or -- crazy thought here -- [B]keys[/B]. [/QUOTE]
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How are locks so hard to open?
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