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So in short, in high enough level dungeons, lockpicks are a non-feature.
Do you think it could be something with the Disarm talent, then? There has to be some sort of explanation why similar rolls will allow for a picked chest, but cause disarming a trap to fail.
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Posts: 912
Threads: 145
Likes Received: 69 in 39 posts
Likes Given: 54
Joined: Nov 2014
Debug: Trap level is 7. Success rate is 100. Roll was 40 (VS DC 70). (Trap Triggered)
Debug: Unlock Check: 24 from roll VS 100 DC. (Unlock Successful)
Debug: Unlock Check: 12 from roll VS 100 DC. (Success)
Debug: Unlock Check: 86 from roll VS 100 DC. (Success)
Debug: Trap level is 7. Success rate is 100. Roll was 79 (VS DC 70). (Success)
Debug: Unlock Check: 5 from roll VS 100 DC. (Success)
I'm assuming that for detrapping, the DC roll is multiplied by the success rate percentage? But for unlocking, the success rate determines the DC? So maybe it's not detrapping that's too hard, but lockpicking is too easy.
If that's the case, then would you be open to the base success rate of picking and trapping not having any penalty (i.e. starting at 100, as if with maxed talents), and getting a bonus, i.e. with a success rate of 200, instead? Because having essentially a 2/3 chance to trigger any trap you try to remove with a maxed talent isn't fun.
Or maybe we could just make detrapping act like lockpicking currently does. That'd be nice.
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