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Community
General Tabletop Discussion
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How important Thievery skill is?
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<blockquote data-quote="eriktheguy" data-source="post: 5082173" data-attributes="member: 83662"><p>It's worth remembering that the DM often decides what skills your party needs to be successful.</p><p></p><p>If your party had 3 characters with the thievery skill, only a cruel DM would never present them with a quest that involved picking pockets, opening locks, or disabling traps.</p><p></p><p>Likewise, if no one in the party has thievery, your DM would be a jerk if she filled every dungeon with traps and locked doors.</p><p></p><p>If no one in your party has a good thievery skill, it should be no more than an occasional inconvenience. Sometimes you will need to search for a key before you can enter a door. Sometimes you will need to walk through traps to get to the other side of a room.</p><p></p><p>But there are many other ways around these challenges. Some players can teleport past traps, or jump over them with athletics. Some players can smash open locked doors and chests. Some players can open locks with rituals. A good DM should let you overcome obstacles in many possible ways.</p><p></p><p>So no, thievery is not necessary for most parties to be effective. If the DM pushes lots of traps and locks on you, it may be worthwhile to invest in some thieve's tools, have someone retrain and learn thievery, or even hire an NPC to do it for you.</p><p></p><p>And as far as pre-made adventures go, the DM should always take the liberty of modifying them to fit the party. If no one has thievery and 8 of the doors in the dungeon are locked, I would remove half the locks, hide keys for 2 of the other locks, make one of the locked doors easy to break and let the players decide how to get past the last one.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5082173, member: 83662"] It's worth remembering that the DM often decides what skills your party needs to be successful. If your party had 3 characters with the thievery skill, only a cruel DM would never present them with a quest that involved picking pockets, opening locks, or disabling traps. Likewise, if no one in the party has thievery, your DM would be a jerk if she filled every dungeon with traps and locked doors. If no one in your party has a good thievery skill, it should be no more than an occasional inconvenience. Sometimes you will need to search for a key before you can enter a door. Sometimes you will need to walk through traps to get to the other side of a room. But there are many other ways around these challenges. Some players can teleport past traps, or jump over them with athletics. Some players can smash open locked doors and chests. Some players can open locks with rituals. A good DM should let you overcome obstacles in many possible ways. So no, thievery is not necessary for most parties to be effective. If the DM pushes lots of traps and locks on you, it may be worthwhile to invest in some thieve's tools, have someone retrain and learn thievery, or even hire an NPC to do it for you. And as far as pre-made adventures go, the DM should always take the liberty of modifying them to fit the party. If no one has thievery and 8 of the doors in the dungeon are locked, I would remove half the locks, hide keys for 2 of the other locks, make one of the locked doors easy to break and let the players decide how to get past the last one. [/QUOTE]
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How important Thievery skill is?
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