Chests/Containers/Doors

mnduerrs
Level 6
4 months ago

Only being able to attempt to pick the lock on something once, and then having no option to open the thing otherwise, is one of my major complaints with many D&D based video games. This is something that Larian got right in DOS2. D&D has object AC and HP rules for a reason. At the tabletop no chest is "stuck there" never to be opened. Worst case scenario you just hack the darn thing to death, or burn it up if you're not afraid to turn whatever is inside to cinders, and get at the fiddly bits inside that way. The disappointment of finding a chest and then watching as your thieves' tools proficient character rolls a one on the check is cringe worthy. You already have physics built into the game to interact with objects, like moving boxes and falling cages and such, I hope that before EA turns into full release chests/doors/containers are revamped so that you have choices for getting inside them besides hoping your rogue-esque character doesn't roll terribly on their pick check.

Tawaporah
Level 1
4 months ago (edited)

And it seems that reloading (save scumming) doesn't work out very well either. I get the same result every time. I haven't tried going back after I gained a new level or something similar. Pathfinder: Kingmaker had that approach to chests and locks. Not that I was/am in favor of that either to be honest.

Edit: Taking a long rest seems to help. A message to "This can only be attempted once every long rest." (or similar) would be appreciated though.

the_glimpse
Level 10
4 months ago

That's actually in the tabletop rules as well. If you can't pick it, you can't pick it. Which, as the primary rogue type player of our groups, always makes me sad when I roll low on a Thieves Tools check.

Regardless, there should be a chance to smash, break open the lock.


-Glimpse

Maximus
Level 5
4 months ago

My thief character always fails and my high dex fighter always seems to unlock.Happens every time its funny now.:)

mnduerrs
Level 6
4 months ago

That's actually in the tabletop rules as well. If you can't pick it, you can't pick it. Which, as the primary rogue type player of our groups, always makes me sad when I roll low on a Thieves Tools check.

Regardless, there should be a chance to smash, break open the lock.

Right, sorry, I should have said that one failed attempt is on par with the book rules. At the tabletop that's far less disappointing because there are other ways to get into a chest. I don't mind the application of the lock picking rules as written, I just don't like that that renders the item in question uncrackable. There have to be other ways to accomplish things. There clearly aren't object destruction rules already built into the game, so it might be relatively difficult to code that in.

Dominemesis
Level 3
4 months ago

I was just coming here to give this exact feedback, there is currently no way to hack/bash in doors or chests etc.  That would be a very good addition. 

roc555
Level 3
4 months ago

I see it like the OP.

Especially in the first playthrough, I want to open every box!

A feature "hack/bash in doors or chests" should suit me just as well as an option that allows an infinite number of attempts per chest.

The rule "1 attempt per chest" should be limited to TableTop. The OP already says, that the fun of the game starts with a missing dice check. In all of my roleplaying evenings there was no chest that was not opened. But for this you need the flexibility of a human game master, which simply cannot be found in a computer game.

the_glimpse
Level 10
4 months ago

Well now you can toggle off the Preserve Random Seed to keep trying till you get it :)


-Glimpse