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In fact, one might argue the stupid part would be to implement "open lock" mechanics at all, if you're going to auto-succeed with a minimum of skill.
This game is meant to be a challenge for the most part, and this includes having to decide if you're good enough to take a crack at any given lock. You can always come back at a later stage, if you're not certain you're good enough.
There was a time when accomodating every impulse of mainstream gamers wasn't considered the only viable way to design your game.
This is an attempt at going back to something like that.
Definitely not for everyone - but I would prefer they stick to their vision on this one, as I happen to appreciate not having everything served up on a plate.
For people who think that they should always succeed at everything - there's still the quick-load option.
Again, Take 20 is not so-called accommodation to mainstream players or serving everything on plate. It simply saves you tons of time of saving and loading. You see there are some basic difference between a table game and a computer game, saving-loading system for one, absence of DM for another and so on. When a designer adapt a table game into computer game, he has to use his brain to make some changes, not sticking to every rule. And I know there are some guys loving suffering, but it doesn't change not using taking 20 mechanic.
But you ARE playing a game that is SIMULATING a tabletop game. And they specifically said they wanted the game to follow the corebook and its rules, as much as a CRPG format allows them.
Which means you can't just Take 20 on every single non-combat check, because Take 20 only works in very specific situations.
There should be an option to examine the lock, and then either roll or take 10, and then if you fail you can't try again before level up
That way it still has a chance but you won't fail easy locks because of random bad luck...
The thing is, you shouldn't be constantly S/L to pass checks. Just accept you'll fail some, and move on. You should roll with your failure, instead of just savescumming to get the desired result everytime.
I mean, by the logic of "they shouldn't include the lucky element", I guess everyone should always just roll nat20's in everything, including combat, so no one ever misses and is always dishing out critical hits.
A fight is several rolls, missing some is fine, a skill check most of the time means you just failed that opportunity (not even counting that they have linked skill check to exp gain...)
By focusing a character to skills you seriously diminish is fighting ability.
A possibility would be for skill feats to assure a minimum roll, or having feats to give take 10 on some skills.
I also find sad that knowledge/lore skills don't seem to give informations on ennemies as the tooltip is advising
Just gotta roll with bad rolls.
And I wouldn't say you seriously diminish their fighting ability, unless you picked a skill feat over a combat one, when you really needed the combat one. How many of your feats you actually need for combat does sort of depend on the class though.
Isn't even Taking 10 only allowed under specific circumstances? I'm not too familiar with PF, since this game is my first time actually doing it, but I seem to recall that even in D&D you can't just always Take 10.
The random lock pick don't work well in a cRPG, because in PnP nothing stop you to smash the lock, use some acid on it, blow a door with spell (or use any spells that could help you to bypass it) and when you have a small locked box on the ground, nothing stop you to take the box with you and try another day instead of backtracking for hours to return to the place.
Personnaly Ithink they should just implement skills as traits/perks, you have them or not. Since we always end up with specialised characters, pts attributions only give illusion of choice. D&D 5 and Pathfinder 2 are closer to this.