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Procyon02
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Posted: Mon, Oct 11 2010, 1:56 AM |
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Joined: 01 Jun 2009
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I didn't mean to imply that we should throw the idea out entirely. The only problem with allowing faction bases to be picked even if nothing is currently going on in there is that there still would be things lying around in a base of operation regardless of players not actually being there, assuming we're RPing a realistic environment. The best compromise I can see at this point is going through a DM regarding the whole operation as it would have to be done now. This can still allow other players to hire dedicated lockpicks to break into such high level places but would allow them to find/steal important intel or items, otherwise what really would be the point? Keep in mind I do play a character that has maxed out and will continue to max out open lock as it is integral to his RP persona and I would love to be able to do these things. But at the same time why pick a lock if there is nothing to gain?
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Selvec Darkon
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Posted: Mon, Oct 11 2010, 2:06 AM |
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Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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No.
Because intel and stuff would need to be gained when those who RP the intel are present. If someones silly enough to RP keeping documents, maps and all their stuff in a safe in the main base then yes, they will lose out. But it just requires a little more thinking on a leaders part to keep such things hidden. It would also require that the person stealing the stuff has a screenshot of the person RPing putting the stuff in the said safe. Then they would have to get out and find it. If someone on the factions side screens it and hands the info (and screenshot) over to the thief or opposing faction, then that just requires even more smart thinking on a leaders part.
As a faction leader, I'm all for having to think smarter then I currently do. I don't have to think about hiding stuff or trusting people really at the moment. But if I do, then that is some extra RP. I'd have to think about who I let see with intel, if I keep hard copies or stuff, if I let people know secerts or not. It's means you have a reason to be more secerative. Thus also perhaps providing advantages to smaller factions over bigger factions. The bigger your faction, the more chance someone may screw you over or let in a thief. But reversal of that is that is tha more people means you have a higher chance of capturing someone.
A little more paranoid and defensive thinking of factions parts would be good for it. At the moment people generally lock their bases up with NPC's and a gate, stating nobody can go in. Think thats the end of it. Heh, wrong.
Sorry if I sounded Aggressive. Not being such, just possibly a little excitied. I've been lobbying for Pickable doors since I first joined the server.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Hrothmus
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Posted: Mon, Oct 11 2010, 2:23 AM |
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Joined: 08 Jan 2010 Location: Virginia
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I play a rogue and I've come across a few instances where I use PP in game. I even found some areas in faction bases that are pickable with a high DC. There are doors out there but I do agree that there are much more non pickable doors. But having a rogue, PP would be essential to RP.
_________________ Characters:
Fel'Brin - I am one with the shadows
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Procyon02
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Posted: Mon, Oct 11 2010, 5:12 AM |
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Joined: 01 Jun 2009
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I was more or less saying if a faction has a base of operations then faction related intel will always be at that base, otherwise what would be the point of having a base? I'm not saying they'd have detailed plans strewn about for all to see, but everything that is written down for the whole faction would be attainable through some fashion for the thief who got inside the base. Unless the leader is literally carrying the plans about them at all times and only shows them when present in the base, but then anytie he/she is killed those plans should be available to whomever did the killing. This would need a DM to decide what and where such intel is, but I'd see most of the private forums that are used to post things within a faction base as being available for someone inside the base to find. And you aren't sounding aggressive, keep in mind I'm all for this too, but in the end I really don't see a benefit to picking a faction lock when there is nothing to gain by it. A good thief wouldn't break in to steal something in the middle of a faction meeting since there would be very high odds that it would fail, but if bases are so sterile that unless a player is actually in them that there is nothing of worth for the taking then really beraking in still has no point as the individual players are always the target. When I look at how things would have to play out from 'my' view of how breaking into a faction for anything other than a straight up fight is, you'd still need a DM to say what the character(s) could find without any players present and what kind of force they'd have to deal with coming from NPCs and the like. I'm mostly playing devil's advocate on this subject because I'd hate to see pickable locks implemented on faction bases but then make it only valuable for up and out fights and worthless for attempts at stealing information with relative low dangers.
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Dead
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Posted: Wed, Oct 13 2010, 12:01 PM |
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Player
Joined: 26 Apr 2009 Location: Tarkuul
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We are not talking only faction bases here though. And of course, all breakings into such areas would require DM's supervision. It is up to them and/or players who are running the faction weather one found some documents/intel or not.
_________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Login: Narkudauman~~~~~~~~~~~~~~~~~~~~~~~ ╬ Join the Magisterium Mortis ╬
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Peeves
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Posted: Wed, Oct 13 2010, 14:00 PM |
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Player
Joined: 08 Jul 2008
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Please remember that this is a Role-play server. Ask yourself. "Would my character logically have skills in lockpicking?" If yes, get it. If no, don't. Either way, have a neat backstory as to -why- they are good/bad at it. Also, TormakSaber wrote: I can think of a billion DM events ending in horrible death if they couldn't handle locks.
_________________ Persephone Ashallin - Persistant Salandran Vrok - Cudgel?
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Mobile_Svensk
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Posted: Wed, Oct 13 2010, 14:04 PM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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Peeves wrote: Please remember that this is a Role-play server. Ask yourself. "Would my character logically have skills in lockpicking?" If yes, get it. If no, don't. Either way, have a neat backstory as to -why- they are good/bad at it. Also, TormakSaber wrote: I can think of a billion DM events ending in horrible death if they couldn't handle locks. Triumph Card!The spell ; "Knock!"
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Selvec Darkon
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Posted: Wed, Oct 13 2010, 18:55 PM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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Very_Svensk wrote: Peeves wrote: Please remember that this is a Role-play server. Ask yourself. "Would my character logically have skills in lockpicking?" If yes, get it. If no, don't. Either way, have a neat backstory as to -why- they are good/bad at it. Also, TormakSaber wrote: I can think of a billion DM events ending in horrible death if they couldn't handle locks. Triumph Card!The spell ; "Knock!"Hate that spell. Should be restricted to low level locks only. Which I think it is in a few video game adaptions of the PnP game.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Wolfking6116
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Posted: Wed, Oct 13 2010, 20:38 PM |
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Joined: 10 Jan 2008 Location: -5 GMT
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Knock affects Locks with DC up to 14 only, if I recall.
_________________ Jack Tesilent - Jack's Bio
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erroch
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Posted: Wed, Oct 13 2010, 21:37 PM |
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Joined: 22 Jul 2010
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Wolfking6116 wrote: Knock affects Locks with DC up to 14 only, if I recall. I've been able to get locks with a DC of 25 at 25 levels of wizard. I'm guessing pure caster can get it to DC 30, which won't open up half of the pickable locks I've found so far. (usually betweeen 35 and 80)
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Wolfking6116
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Posted: Wed, Oct 13 2010, 22:55 PM |
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Joined: 10 Jan 2008 Location: -5 GMT
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Ah. I just assumed by the "DC save of 14" the spell says.
Never really played a hxc spellcaster.
_________________ Jack Tesilent - Jack's Bio
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Selvec Darkon
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Posted: Thu, Oct 14 2010, 1:15 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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Well if that's the case, then coolies.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Dark Immolation
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Posted: Thu, Oct 14 2010, 3:27 AM |
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Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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I like the BoT option of it better anyway. It's much more valuable then if you actually have some skill in it.
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Maximus Wooterson
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Posted: Fri, Oct 15 2010, 19:14 PM |
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Player
Joined: 17 Jun 2005
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If any of this goes ahead I would like to propose some sort of pick lock skill/ rogue level cap (like what you have with monk wisdom AC and divine shield AC) to prevent pick lock dumps at level 30. Only epic rogues should be able to pick these locks.
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Dead
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Posted: Fri, Oct 15 2010, 21:26 PM |
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Player
Joined: 26 Apr 2009 Location: Tarkuul
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a mighty fine idea. i dont know how doable it actually is (since i know nothing of such stuff).
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