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<blockquote data-quote="Sadrik" data-source="post: 6095402" data-attributes="member: 14506"><p>30 entries of a lock is far too granular for my interest. Simple, average, and masterwork. Then of course you can have complex locking mechanisms and then when you throw in magic and traps it explodes the number of potential possibilities. Starting with 3 options vs. 30 though... Also, gasp I think a low level character trained in lock picking should have a good chance at opening a standard lock, and a slight chance at a masterwork and then a high level rogue, locks of any type should be only a second thought. </p><p></p><p></p><p>This is a lot different, a thief had a low percentage to start and then as he leveled he got better and with bonuses he could get over 100% as I recall. The difficulty of the lock came in by -% to the check. So by this, it shows that a lock was a lock and a hard lock increased the difficulty of picking the lock. This is what I am making my case for. </p><p></p><p>3e was similar although it got messed up along the way by scaling much too high the numbers and... ( well there were lots of problems with the system) but the one problem that 3e attempted to fix while creating others was the scaling. In 3e you had skills rise at two levels cross class were 1/2 level and class skills increased at every level. So you have at low level a difference of 2 but at high level you have a difference of ~11 pretty dramatic on a d20. 3e had scaling issues for BAB and saves too. </p><p></p><p>4e's big contribution was to fix scaling and make high level play better by scaling more evenly. Conceptually I like that. However, it was put into effect full tilt without any concept of realism. So whereas 3e gave lip service to a lock is a lock and just scaled the DCs to insane levels. DC 40+ locks rings a bell. Then again you could take 20...</p><p></p><p></p><p></p><p>Um, that does not make sense. </p><p></p><p>Having a tighter and flatter DC system will not make it any easier for PCs.</p><p></p><p></p><p>It does not work that way in 4e. Characters are on a treadmill with DCs. DCs are always staying relatively equal to make them a challenge in 4e. In 1e/2e, they got progressively easier. So a master thief was popping locks in his sleep and a novice struggled mightily. Much different. This goes into the scaling system that was integral in 1e/2e though. The concept in 1e/2e was characters get better with level. the world stays the same around them, but they get better. Saves start crappy and then get better, to the point where you are almost immune to things. 3e changed that idea. Things started scaling big time on both sides characters and the world around them. Then 4e refined that concept, and took it to the next level. 5e hopefully resets the world.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6095402, member: 14506"] 30 entries of a lock is far too granular for my interest. Simple, average, and masterwork. Then of course you can have complex locking mechanisms and then when you throw in magic and traps it explodes the number of potential possibilities. Starting with 3 options vs. 30 though... Also, gasp I think a low level character trained in lock picking should have a good chance at opening a standard lock, and a slight chance at a masterwork and then a high level rogue, locks of any type should be only a second thought. This is a lot different, a thief had a low percentage to start and then as he leveled he got better and with bonuses he could get over 100% as I recall. The difficulty of the lock came in by -% to the check. So by this, it shows that a lock was a lock and a hard lock increased the difficulty of picking the lock. This is what I am making my case for. 3e was similar although it got messed up along the way by scaling much too high the numbers and... ( well there were lots of problems with the system) but the one problem that 3e attempted to fix while creating others was the scaling. In 3e you had skills rise at two levels cross class were 1/2 level and class skills increased at every level. So you have at low level a difference of 2 but at high level you have a difference of ~11 pretty dramatic on a d20. 3e had scaling issues for BAB and saves too. 4e's big contribution was to fix scaling and make high level play better by scaling more evenly. Conceptually I like that. However, it was put into effect full tilt without any concept of realism. So whereas 3e gave lip service to a lock is a lock and just scaled the DCs to insane levels. DC 40+ locks rings a bell. Then again you could take 20... Um, that does not make sense. Having a tighter and flatter DC system will not make it any easier for PCs. It does not work that way in 4e. Characters are on a treadmill with DCs. DCs are always staying relatively equal to make them a challenge in 4e. In 1e/2e, they got progressively easier. So a master thief was popping locks in his sleep and a novice struggled mightily. Much different. This goes into the scaling system that was integral in 1e/2e though. The concept in 1e/2e was characters get better with level. the world stays the same around them, but they get better. Saves start crappy and then get better, to the point where you are almost immune to things. 3e changed that idea. Things started scaling big time on both sides characters and the world around them. Then 4e refined that concept, and took it to the next level. 5e hopefully resets the world. [/QUOTE]
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