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Why does 5E SUCK?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6660368" data-attributes="member: 6787650"><p>Are we talking now about modules or sandbox play? If modules, then I dunno, I suppose the Tomb of Horrors has the best locks that Acerak's money could buy. If sandbox play, then I would say that there is no such correlation. Frost Giants are really tough, and from a combat perspective they are a high-level opponent--but from a social perspective they are probably some kind of medium (as susceptible to fast-talking and illusions as moderately dim-witted humans), and they're also not skilled metalworkers like fire giants are, so if they have locks at all (mine wouldn't) they will be crude and low-DC. Svirfneblins on the other hand are cunning smiths, so might have finely-wrought locks and intricate mechanical traps on their valuables, notwithstanding that the svirfneblins themselves aren't much of a challenge in combat. But they're be tricky to steal from.</p><p></p><p>I'm not sure what I would do about kobolds, except that I don't think I agree that they'd have cunning locks. Cunning traps, maybe, although their reputation for cunning traps is exaggerated IMO thanks to Tucker's kobolds, which was more of a DM's metagaming than something inherent to the actual kobolds. When I think of kobolds, the key words that come to mind aren't "Intricate locks and traps," it is "lots and lots." As in lots of kobolds (10d100 adults), and lots of traps, in a relatively confined space. They're not much for offense in the open but on the defense they will swarm you under. Or they'll try, at any rate. High-level adventurers can deal with that kind of thing relatively easily with proper preparation.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6660368, member: 6787650"] Are we talking now about modules or sandbox play? If modules, then I dunno, I suppose the Tomb of Horrors has the best locks that Acerak's money could buy. If sandbox play, then I would say that there is no such correlation. Frost Giants are really tough, and from a combat perspective they are a high-level opponent--but from a social perspective they are probably some kind of medium (as susceptible to fast-talking and illusions as moderately dim-witted humans), and they're also not skilled metalworkers like fire giants are, so if they have locks at all (mine wouldn't) they will be crude and low-DC. Svirfneblins on the other hand are cunning smiths, so might have finely-wrought locks and intricate mechanical traps on their valuables, notwithstanding that the svirfneblins themselves aren't much of a challenge in combat. But they're be tricky to steal from. I'm not sure what I would do about kobolds, except that I don't think I agree that they'd have cunning locks. Cunning traps, maybe, although their reputation for cunning traps is exaggerated IMO thanks to Tucker's kobolds, which was more of a DM's metagaming than something inherent to the actual kobolds. When I think of kobolds, the key words that come to mind aren't "Intricate locks and traps," it is "lots and lots." As in lots of kobolds (10d100 adults), and lots of traps, in a relatively confined space. They're not much for offense in the open but on the defense they will swarm you under. Or they'll try, at any rate. High-level adventurers can deal with that kind of thing relatively easily with proper preparation. [/QUOTE]
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