Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This has happened to me and my friends several times for no reason as well.
As for the boar thing...no idea.
Hex? sorry if I was unclear, but Aldain mention he? had the same problem so its all good.
Have fun Gaming!
Sure if you fumble (critical fail) they could break (it's not in the rules so it's down to the DM), but not every time you fail a roll.
This is an obvious attempt to allow multiple lock-pick attempts (at a cost) but one that isn't in the spirit of the game... I suggest adding the Knock spell and making locks remain unopenable to the Rogue until after a level up, that way the player still has ways to open a stubborn lock that actually make sense and incur a cost in either time or spell-slots.
Secondly there's the weight!
In BG carrying even a small stack of tools can quickly become a serious encumbrance for the Rogue but for comparison Thieves Tools in D&D weigh 1lb (just under 1/2 a kg), are used to both disarm traps and pick locks and, more importantly - DON'T disappear when used!
As for failing normally, again me, I would give them 2 tries. If they fail, I would make them make a save Vs. Dex. if they pass, they can try once more. Fail that roll or fail again and they would have to level up before attempting it. Locking the party out of a door that they need to get past just never made sense to me and a bit of RP could go a long way. This of course forced the wizard to memorize a knock spell (or two on bad nights) just in case. So the penalties where there but weren't so rigid that it broke the game. Also for those days where your dice simply wants to roll low for whatever reason it wasn't past me to fudge a little in the spirit of fun :)
Have fun Gaming!