Thieves Tools / Skeleton Key changes
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Green Monster
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Thieves Tools / Skeleton Key changes
So, one thing that's always bothered me starting back in NWN1 is the thieves tools. They weigh an entire pound AND they're one-time use only. First of all, a set of lockpicks doesn't weigh an entire pound (and no, thieve's tools doesn't include a crowbar, that's a separate thing and weighs a lot more than a pound). Secondly, a set of lockpicks can certainly be used WAY more than once. And finally, ever since the loss of weight reduction bags the plight of the rogue has gotten pretty hard, what with so much of sellable random loot being so heavy, and also in order to make sure we can open the DC 99 locks sprinkled around the server we have to carry a few sets of lockpicks that weigh a whole pound each.
Proposed solution:
Rework thieves tools as follows:
Instead of using the default thieves tools, replace them with Miscellaneous small items called Lockpicks that do the following:
They are stackable
They are available in +3, +6, and +9 varieties
They activate a script (via self-only, unlimited uses per day item property) that gives users a temporary bonus to their Open Lock skill equal to the stated bonus of the picks. That bonus lasts 5 minutes and does NOT stack with the bonus from other lockpicks. Only the highest value is applied. IE: if you first use a +3 pick and then, during that five minutes, you use a +9 pick, you have +9 to your skill. Not +12.
Weight and cost of lockpicks:
+3 picks = 0.4 lbs, 600 gold
+6 picks = 0.3 lbs, 900 gold
+9 picks = 0.2 lbs, 1200 gold
THEY HAVE A CHANCE TO BREAK, though. The script that gives the skill bonus FIRST rolls a d100 to see if the lockpicks break. The percentile chance of a set of lockpicks breaking = 2x the bonus of the lockpick. IE, the more precise the lockpick, the thinner and more delicate the picks. So the +3 picks have a 6% chance of breaking. The +6 picks have a 12% chance of breaking. The +9 picks have an 18% chance of breaking. If the lockpick breaks that lockpick item is destroyed and you do not get the skill bonus for that use.
I suggest that the Skeleton Key (Beregost and S'shamath) should change as follows:
The price should be doubled and the weight cut down to 0.1 lbs. It's a key, not a hammer.
Instead of using the built-in "Thieves Tools +12" property it should have the same script as the lockpicks above, except that it grants +12 and is one time use only. ie, "Unique Power Self Only Single Use". There is no chance of breaking check, it works and it's gone. The bonus from the skeleton key does not stack with the bonus from the reusable lockpicks, using a skeleton key and lockpicks at the same time doesn't make sense.
Unfortunately, as far as I know, using these would break stealth. However, I can live with that if it means not being on the edge of being encumbered all the time. If there's some way to make such a thing NOT break stealth, though, that'd be aces.
Proposed solution:
Rework thieves tools as follows:
Instead of using the default thieves tools, replace them with Miscellaneous small items called Lockpicks that do the following:
They are stackable
They are available in +3, +6, and +9 varieties
They activate a script (via self-only, unlimited uses per day item property) that gives users a temporary bonus to their Open Lock skill equal to the stated bonus of the picks. That bonus lasts 5 minutes and does NOT stack with the bonus from other lockpicks. Only the highest value is applied. IE: if you first use a +3 pick and then, during that five minutes, you use a +9 pick, you have +9 to your skill. Not +12.
Weight and cost of lockpicks:
+3 picks = 0.4 lbs, 600 gold
+6 picks = 0.3 lbs, 900 gold
+9 picks = 0.2 lbs, 1200 gold
THEY HAVE A CHANCE TO BREAK, though. The script that gives the skill bonus FIRST rolls a d100 to see if the lockpicks break. The percentile chance of a set of lockpicks breaking = 2x the bonus of the lockpick. IE, the more precise the lockpick, the thinner and more delicate the picks. So the +3 picks have a 6% chance of breaking. The +6 picks have a 12% chance of breaking. The +9 picks have an 18% chance of breaking. If the lockpick breaks that lockpick item is destroyed and you do not get the skill bonus for that use.
I suggest that the Skeleton Key (Beregost and S'shamath) should change as follows:
The price should be doubled and the weight cut down to 0.1 lbs. It's a key, not a hammer.
Instead of using the built-in "Thieves Tools +12" property it should have the same script as the lockpicks above, except that it grants +12 and is one time use only. ie, "Unique Power Self Only Single Use". There is no chance of breaking check, it works and it's gone. The bonus from the skeleton key does not stack with the bonus from the reusable lockpicks, using a skeleton key and lockpicks at the same time doesn't make sense.
Unfortunately, as far as I know, using these would break stealth. However, I can live with that if it means not being on the edge of being encumbered all the time. If there's some way to make such a thing NOT break stealth, though, that'd be aces.
- RoseMiriel
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Re: Thieves Tools / Skeleton Key changes
I second that but hope we could get to stay stealthy hehe!
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Re: Thieves Tools / Skeleton Key changes
You could not, unfortunately, because hardcoded engine stuff.RoseMiriel wrote: ↑Mon Nov 06, 2023 9:09 am I second that but hope we could get to stay stealthy hehe!
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Re: Thieves Tools / Skeleton Key changes
Dang but understandable!=^^= even the weight reduction would be good enough for me they are a tad heavy for most rogues ((not me I up str because of all the heavy stuff Hehe most of my real life wands way less then 1 lb and my small leather foraging pouch is only 1 lb!=^^=
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Re: Thieves Tools / Skeleton Key changes
It would be fairly easy to make lockpicks that didn't weigh a ton... a project for Ashenie, perhaps? 
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Green Monster
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Re: Thieves Tools / Skeleton Key changes
I would be happy with the skeleton key in Beregost (and don't forget the sister shop in S'shamath, Antryn Vrath under "Magical..." dialog option) getting a serious weight reduction, like 10% of weight so that they weigh 0.1 lbs, even if it more than doubled the cost. An entire pound of weight for opening just one lock is silly.
Would that be as good as custom, reusable lockpicks? No. Would it be good enough for the foreseeable future? Yes, absolutely, and I would deeply appreciate it.
Would that be as good as custom, reusable lockpicks? No. Would it be good enough for the foreseeable future? Yes, absolutely, and I would deeply appreciate it.
- RoseMiriel
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Re: Thieves Tools / Skeleton Key changes
Ooo yes the key weight is a bit much too hehe=^^= Even for the old heavy keys!=^^=
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Green Monster
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Re: Thieves Tools / Skeleton Key changes
Are the skeleton keys in beregost and s'shamath planned to get a weight reduction?
- blazerules
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Re: Thieves Tools / Skeleton Key changes
I actually never understood why lockpicks break after use. Would make sense for critical failures but what's the IC of it?
I'm pretty certain you can use lockpicks about as long as a key unless you really mess up.
I'm pretty certain you can use lockpicks about as long as a key unless you really mess up.
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Green Monster
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Re: Thieves Tools / Skeleton Key changes
My thoughts exactly, but since making them reusable would take a lot of work I would settle for them weighing 0.1 lbs each instead of an entire pound each. "Good enough" is better than "perfect" if "perfect" never gets done.blazerules wrote: ↑Sat Nov 25, 2023 5:15 am I actually never understood why lockpicks break after use. Would make sense for critical failures but what's the IC of it?
I'm pretty certain you can use lockpicks about as long as a key unless you really mess up.