Yea. I learned awhile ago that calvary sabers were actually pretty blunt and used to smash bones. But you got what I meant, I hope.
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Knock, knock.. Who's there?
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Yeah. I understood it.Just not sure I have anything of use to contribute to the conversation relating to the OP at this point.
Basic synopsis: 1 rank lock-picking is superior to Knock.
Frazer Mfg. is a department of Frazer Fabrications, focused on the construction of high-end custom-crafted equipment and gear.
Also part of Frazer Fabrications are:
Frazer Armories - focused on resale of prefabricated arms and armorments;
Frazer Merchantile - specialising in economic analysis and scaleable logistics; and
Frazer Laboratories - the leading independent R&D for sundrite theory, arcane and mechanical engineering
James Frazer: Anthropological Gearhead, Techsmith, Arcanaphysisist, Renown Proprietor
AKA: Artifax Grade B Exigo Corporation Syndicated Associate VP, Professor, Quartermaster of the Schild Whurest-ExiCorp Joint-Operations Facility, and 'Annoying Mechanist'
Theme: Stil Alive
Grid vs. Squeegle, not Good vs. Evil
Distances and travel-times for the Sunderian Peninsula:Free Version 1.0
Crafting changes are a dead-horse topic, but feel free to ask me about crafting: If I can't answer it, I bet I can direct you to someone who can.
To those who are interested in making or have crafting-oriented characters, please check out the Fabricator's Collective and how to get FC-certified.
crafting tutorial.
Unfortunate truths:
Intention: [DM > Crafting > Faction Store > Drop > Regular Store]
Reality: [DM > Faction Store > Drop > Regular Store> Crafting]
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Just my two cents, locks on chests are fair game, but don't literally lock away content just because a party didn't have a rogue. Do what a lot of video game RPGs do: If the player has a high enough skill, they get a shortcut. If they don't, they have to go the long way around through enemies and traps. EDIT: Make the traps evil enough that the enemies don't just look like extra exp and gold.
As for the spell, I'm on my usual footing of change the PnP as little as possible. Knock should be able to open mundane locks. But I recognize that some things need to be sacrificed to make it work in NWN2.Dalian - Shapeshifter of the Tuatha Dé Dúlra
"My true identity goes beyond the outer roles I play. It transcends the Self."
UTC -4
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The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes.Dalian - Shapeshifter of the Tuatha Dé Dúlra
"My true identity goes beyond the outer roles I play. It transcends the Self."
UTC -4
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Originally posted by Elusa View PostJust my two cents, locks on chests are fair game, but don't literally lock away content just because a party didn't have a rogue.The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.
George Carlin
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It's such an awful spell I couldn't even get through the whole thing.Byrun - Wandering Swordsman
Falrenn Silvershade - Shaper of Truths
If you're searching the lines for a point
Well, you've probably missed it
There was never anything there
In the first place
Wax Fang - Majestic
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Originally posted by Saulus View PostDon't think anyone suggested that.Dalian - Shapeshifter of the Tuatha Dé Dúlra
"My true identity goes beyond the outer roles I play. It transcends the Self."
UTC -4
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Originally posted by Elusa View PostSome people mentioned dungeons that couldn't be completed without picking a locked door? I may have misread.Byrun - Wandering Swordsman
Falrenn Silvershade - Shaper of Truths
If you're searching the lines for a point
Well, you've probably missed it
There was never anything there
In the first place
Wax Fang - Majestic
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Originally posted by Elusa View PostSome people mentioned dungeons that couldn't be completed without picking a locked door? I may have misread.
Hence I haven't done either since they were changed. No rogues in my timezone
I'd prefer bashing being viable rather than Knock. Knock is so....easy. At least bashing takes 15+ minutes of your playtime.UTC+8
Yes, I realise my RP writing sucks. Just be thankful I keep it short
Characters
Thalanis Moonshadow
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Well, knock was designed for PnP, where a lock only existed if the plot or dungeon demanded it. The DM would know the party's abilities and build the dungeon around that specific party. If they intended for the lock to be difficult to open, they would have it enchanted against knock. NWN2 forces a binary choice between making rogues more useful and making knock useful.
For bashing, there has to be some way to script some kind of fake bashing, where the door simply unlocks after enough damage rather than breaking apart. It's kind of pathetic when the strongest characters on the server can't break through a wooden door with tin hinges.Dalian - Shapeshifter of the Tuatha Dé Dúlra
"My true identity goes beyond the outer roles I play. It transcends the Self."
UTC -4
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Ya id keep locks to bonus treasure chests, and doors that lead to bonus treasure chests. Id put quite a lot of these in each dungeon, that way knock can opperate normally without making rogues obsolete (unless the wizard wants to trade significant combat ability for untility by preparing tons of lock spells), and a group can get a lot more treasure with a rogue.
You could also have locked doors to dungeons, so long as there is a key you can get somewhere in the dungeon. For example, if you've got a rogue, you can progress without the key. If you don't, you have to fight (or pickpocket) the tough orc in the dungeon to get his keys. The rogue makes life easier in this case.
Someone also suggested that in pathfinder wizard's knock spell can unlock DC locks using the wizard's spell craft instead of open lock skill. To me, this is pretty darn cool. Rather than using his hands like a barbarian, the wizard's magic manipulates the machinery by the power of his mind. Almost like a telepathy spell with subtle control based on the wizards ability to control and understand his magic. I have to admit I like this far better than vanilla D&D.
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Originally posted by cmosier View PostIn PnP... Knock doesn't unlock anything... it causes locks to stop functioning for 10 minutes.
(Unless D&D locks are actually magically powered electronic plot locks, somehow)But please, keep one thing in mind for me. What have you become when even nightmares fear you?
- NessaJulia Arvison (retired) - The Comrade's Song (Gabriel)
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Originally posted by Lugwy View Post...So it does nothing?
(Unless D&D locks are actually magically powered electronic plot locks, somehow)
Originally posted by SRDThe knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.
Edit: Looks like I'm late to the quote-party. No matter. Quotes for everyone!
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