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If I'm tired of taking Neeshka ...


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28 réponses à ce sujet

#26
Sarielle

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Ah, that makes sense. Yeah, those are pretty obvious. I don't think I'm endanger of borking that -- and if I do, I'm a compulsive saver so should be easy to reload.

#27
kevL

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glad to hear,

gets me thinking Neverwinter should be turned into a sandbox .......

#28
Dann-J

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Kaldor Silverwand wrote...

I don't agree with the modification to the knock spell. Chests are marked Plot because it is necessary for you to resolve some plot point before opening the chest. Using Knock to open chests is going to lead to erroneous assumptions that your party has resolved something you might not have resolved. It isn't a functionally stupid thing at all and it isn't a bug. If you were developing your own campaign and decided that chests should not be used as plot devices then you just wouldn't mark them plot and knock should work.


All the 'plot' flag really does is make things unbashable. A rogue can still open a locked 'plot' chest or door if they beat the lock DC. Describing that flag with the keyword 'plot' is somewhat misleading. Much like the 'cursed' flag, which has become another plot-related device to prevent you dropping quest items but otherwise doesn't 'curse' the item at all. In fact, 'cursed' is more 'plot' than the actual 'plot' flag is. I'd have called those flags 'Indestructible' and 'Undroppable' respectively.

Truly plot-related locks should require keys (or at least have a dummy tag in the key slot so they can only be opened via script), as well as being unbashable. If a lock is unbashable but otherwise openable by a rogue, then a knock spell should also be able to do so - provided the spell beats the DC of the lock.

#29
Adam024

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Maybe a combination rogue/fighter? It would allow for plenty of skill aquisition and high hit points. An arcane spellcaster wouldn't be bad to combine with a rogue, either.