Open Locks vs Bashing Locks

Helpful Hints for Both the Technical and Roleplaying Aspects of the Game

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chad878262
QC Coordinator
Posts: 9333
Joined: Thu Sep 18, 2014 6:55 pm

Re: Open Locks vs Bashing Locks

Unread post by chad878262 »

c2k wrote: Sun Jun 14, 2020 6:40 pm You can solo that dungeon with certain rogue builds.

EDIT: I'll also add that dungeon is terrible for more fighter builds than rogue builds, because your typical Weaponmaster build is ineffective in this dungeon other than to soak damage.
You can solo almost every area with most builds, doesn't mean it's necessarily fun or easy... in this case low will save and bards that can spam dispels mean rogues are going to have to at minimum be quick with pfe wands or deal with wandering around confused now and then.

Weapon Master is not all fighter builds and by ignoring WM damage spike (which can be fun but unnecessary) fighters can instead take prcs that make them end up with low to mid 30s for fort and will plus 20s reflex.

But to stay on topic, my point was simply that having dcs that require some investment in rogue or a ton of Skeleton keys plus Spamming dispels and various other enemy types makes for a very good reason to party of there were more encounter triggers.
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qwertyh88
Posts: 175
Joined: Sun May 08, 2016 11:56 am

Re: Open Locks vs Bashing Locks

Unread post by qwertyh88 »

I think there is a much easier solution if the goal is to encourage partying and specifically having a Rogue in the group.

Increase the number of EPIC traps around and those that does Divine Damage.
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