Kreador Freeaxe wrote:
IJBall wrote:
Kreador Freeaxe wrote:
So, I've been testing out various new character builds to see what kind of melee character I want to try. On one of them (with a good perception), I noticed that after spotting the trap on the door near the Acolyte in the well, I was able to disarm the trap (34% chance). This is interesting, given that the character does not have Skulduggery skill or the Trapster's bracers.
Concentration supports Skullduggery, in the same way that Dexterity supports Pick Locks and Move Silently.
So if you have a character with a decent score in CON, they may have a fair chance to disarm (at least simple) traps.
Yes, but you can't pick a lock without at least one level of the skill. My character could disarm a trap without any levels in that skill.
Because there is never a locked door without a key on the main quest path, we don't allow locking picking without the skill.
However, there are traps impeding your way. And while lockpicking is a skill that requires significant knowledge to be good at, disarming a trap may be as simple as guessing "should I cut the red wire or the blue wire?".
This is a design decision that goes back to Book 1 development- the testers felt that even with no skill at all, they wanted their characters to be allowed to
attempt to disarm a trap. However with lock picking, unskilled players just broke so many lockpicks that it seemed best to say you absolutely need the skill to be able to even try that action.
Another real-world example: if you've never seen a bear trap but came across a set trap in the woods, you could probably figure out quickly how to "disarm" it by tossing a large stick onto the trigger plate. However, if further along in the woods you found a locked woodshed and a professional lockpick set, you *probably* would not know enough
without basic "level 1" instructions on how to utilize the picks to release the lock.