Majere said:
Last post on this before I get done for hijacking
A level 1 rougue with master work lockpicks and a decent wis/int canmanage +6 search and +8 disable devce/ open locks. Now I dont know what games
YOU play but at first level I would expect traps to have a search DC of 12-15 and a disable of 15-20, and for those traps to then give a save in the 10-15 range.
In the game I played DC for traps at low level are in the low 20s, If you look at a standard module for lvl1-3 like The sunless citadel, I don't think you can find a single trap below DC20. So I guess my game fits what the designer had in mind more than YOUR game.
Majere said:
IMO Its a common misconception that you should throw dc25 locks at first level people. and then let them take 20. That isnt how I play the game, if that is how you play the game so be it. but for me It detracts from part of the fun. Id rather use lower DC searches and locks and let people roll the dice. Because I find in my experience it DOES add to the tension.
If you like the take 20 rule then thats your opinion, it is my opinion that It spoils the game.
Its also my opinion that this side topic should probably now be left to rest, and Ill agree to disagree with people who like the "take 20" rule.
Common Misconception?? I assume that if everybody else is wrong and you are right it is a common misconception. The way you use DC bring situation where the rogue loses he's usefullness. Also if all the low level lock would have a DC below 20 any character with one rank could have a chance of opening any lock. I prefer to have the lock with a DC25 impossible to open for anyone but the rogue.
As for open lock I usually force my rogue to play the dice every 6 seconds to see if he was able to open the lock.
For example
Rogue with +8 open lock trying to open lock with DC25 has 30 seconds to open it before the ogre reached and destroy the party.
Basically the rogue has 5 chances to roll 17+. I think that can create a lot of stress on the group.
The same example in your group would look like that (asuming fighter and wizard wasted two skill point in open lock as they should since they are using your rule). rogue tries to open the DC 15 lock.
roll 3 fail, Ok rogue you have +8 in open lock but you can't open it, let's see if the wizard with 1 rank can open it.
wizard roll 1 fail,
lets see if the fighter with +1 can open it, roll 18 success.
See how ridiculous this thing becomes, and how useless your rogue becomes. I assume that someone with enough skill should be given the time go through all kind of simple lock, the question is how long will it takes, someone without the proper knowledge should not be able to. Otherwise what would be the point of having a lock on anything. Look I bought that nice DC 15 lock, anybody can open it 30%+ of the time. Great I want one like that for my house.