Until my last full playthrough I missed Leliana's and Wynne's personal quests which include additional 'random' encounters, because apparently you have to talk them in camp but I never go there. One time I even got a surprise visit by some shrieks. I guess I have to go to camp more often...
Never got Slim's Crime Wave quest line either. Will have to wiki that one sometime.
There are quite a few doors that are locked until the enemies guarding them are dead, but that some of them can actually be unlocked by a rogue with sufficient skill. You can unlock them before killing the guardians if you want extra XP, or you can just sneak past the enemy.
The ones in the Dalish Elf origin seem bugged though. The door guarded by two spiders as you first enter the ruins is DC 20 but at that time it is impossible to unlock anything higher than DC 19 (cunning 14 base + all 5 creation points, plus Deft Hands). Human rogues could do it at level one but of course they don't get to be there at all. The Bereskarn/Duncan door is DC 40 both times you visit the ruins but an elven rogue would have to be at least level 5 to beat that without +cunning items or tomes. Anyway, not all such doors are b0rked, and they can open up new tactics/strategies.
Never found out what the armies you gather are good for. I always make a mental note to call them up but I always forget because I have my hands full dealing with Archi while trying to keep silly buggers like Irving and Arl Eamon alive. It's always 'just let me get the situation stabilised, then we'll call one of the armies to see what happens' but Archi has a knack for keeping you busy.
Modifié par DarthGizka, 18 janvier 2014 - 11:54 .