Lockpick, set trap & disable trap

We will file suggestions here that did not make the cut. Don't expect detailed responses, but the most common reasons are:
- implementing the suggestion is impractical, or too much work for the gain
- the suggestion is thematically against our design philosophy
- the suggestion is too detailed/low-level
Keep your suggestions broad and focused on RP benefits, please, not detailed suggestions of how to tweak X class.

Moderators: Forum Moderators, Contributors, Suggestion Moderators

Locked
Anomandaris
Posts: 447
Joined: Sun Oct 06, 2019 10:56 am

Lockpick, set trap & disable trap

Post by Anomandaris » Tue Oct 22, 2019 7:54 am

So right now what players do is just carry around gear specifically to open locks and disable traps. This makes for a tedious moment of switching out stuff to do tasks. If you don't do this, you're sacrificing the much need pts to other things. What it means is also that basically ANY character can just put 1 pt into open lock & set trap and be a "master" thief."

My suggestion is to give Rogues a bonus to these skills per X level. Something that plays to their class unique skill with this and makes it easier for us to work these skills without investing in all the stat gear like everyone else. After all, we're Rogues! :D

User avatar
Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 4681
Joined: Tue Sep 09, 2014 7:13 pm

Re: Lockpick, set trap & disable trap

Post by Irongron » Tue Dec 17, 2019 9:06 am

I don't feel rogues need extra skill points right now.

Rejected.

Locked