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The game throws EXP at you though, so this isn't an issue.
Yeah sure, just another limitation in the oh so much freedom of playstyle advertising game. You can play how ever you want.. unless you want to gain experience points, then you have only once choice XD
Yep it is 0. You get 0 for either and same for pickpocketing.
Even then, you would probably still hit at least 11 if you are avoiding all combat possible.
Can confirm. I am level 13 1/2 now (using UnlockLevelCurve mod) and I'm nowhere near done with Act, still need to the whole circus area, the Stone Lord, Orin and the other lord (his name is forgettable) and I'm sure there is lots of stuff I haven't found. Game throws XP at you and if you meet your cap on inspirations, that's just extra XP too.
Or do you just want to plunder your way through the areas without any NPC interaction? ;)
Well in the D&D Editions i played in the past, everything that had a risk of causing you harm gave exp when successfull and a trap that could explode in your face when failing to disarm it was no expectation. And in general every successfull skill of any class gave exp. Like turning undead by priests, using rogue skills, defeating enemies and solving riddles.
I mean you get exp for surviving monsters who do exactly the same as traps if you dont defeat or disarm them. Both can kill you, while a set of traps can whipe your party instantly if you lack the skill to spot them. Why should monsters give exp and traps not?
You do realise that it's all up to gm and gms usually just have plans that your part lvl up at certain spots? Like gm can give you next to no xp then at the end of the quest give you 2 lvls, or they can give you xp because while walking around you accidentaly stepped on a mice.
But the point is that in a story driven game, with encounters statically balanced somewhat on progress in the story, anything that doesn't further the story doesn't necessarily need XP.
I cannot think of a thing behind a lock or trap that wasn't linked to some form of story/encounter that itself gave XP.
And on a practical side, if locks and traps would give XP you would really have to limit their numbers since they could almost arbitrarily unbalance your encounters just because you wanted to put optional loot into the world.
Not enough levels imo, combat after level 12 is completely pointless.
Yes you should get XP for traps and locks but only the character doing the picking.
Definitely true. My party is level 6 and I haven't even finished chapter 1 yet
I'm incredibly thankful that you don't get all these tedious droplets of XP just for using thievery skills, because then the only way to play becomes disarming everything. See: Deus Ex Human Revolution.