Baldur's Gate 3

Baldur's Gate 3

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masterdelvin1 Oct 27, 2020 @ 10:45pm
Rogue and Thieves Tools
Howdy :) so, as of tonight, a couple of things. I have the rogue in party and we are attempting to unlock the door. He has three sets of thieves tools.

1st try failed - 2 tools used up
2nd try failed - 1 tool used up

obviously there wasn't a third try :) oops

on this note my warlock has speak with animals (don't judge hehe) and she was able to speak to the pig who abruptly ran off. odd... ooops :)

Just something noticed after tonights patch
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Showing 1-6 of 6 comments
Hex Oct 27, 2020 @ 10:47pm 
I don't get the point you are trying to make.
Aldain Oct 27, 2020 @ 11:41pm 
Originally posted by Hex:
I don't get the point you are trying to make.
The game sometimes bugs out and consumes 2 tools for one failed attempt on unlocking things.

This has happened to me and my friends several times for no reason as well.

As for the boar thing...no idea.
masterdelvin1 Oct 28, 2020 @ 12:59am 
Sounds like it (bug I mean) Im moving all but 1 set of tools to another character and as he fails, Ill give him one set :) way around I guess until they fix it. The Boar, well its kinda odd sitting where it is at that stage of the game. Other than being the item which lures you into meeting the thief, either animal friendship or speak with animals doesn't seem to do anything. aw well, something for them to flush out as well I guess.

Hex? sorry if I was unclear, but Aldain mention he? had the same problem so its all good.

Have fun Gaming!
Quoth Oct 28, 2020 @ 3:41am 
Honestly the system where lockpicks / Trap disarm tools are destroyed when you use them is a blatant game-y affectation that makes zero sense either for the setting or for realism, I.E. It doesn't happen in D&D (any edition) and it doesn't happen in real life..
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!
Grey Lensman Oct 28, 2020 @ 3:54am 
Yeh, i stopped playing rogue when i realised i was carrying 30lbs of tools just to get past the RNG of D20 lol.
masterdelvin1 Oct 28, 2020 @ 3:57am 
I would have to agree Quoth. The knock spell should be a no-brainer as its been around forever. Is it in 5th edition? Normally, a crit fail (1) then ya I have as a DM broke their picks and have seen DMs do it. I would break only the ability to open locks on a crit miss they could still use their tools for other things but no locks and would need to find a replacement. A good RP to get into a local guild.

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!
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Date Posted: Oct 27, 2020 @ 10:45pm
Posts: 6