Skill Suggestion - Disable Device vs. Theft for Open Lock


Alpha Playtest Feedback General Discussion


Going through the skills section, I couldn't help but feel tripped up by the idea of Open Lock being rolled into Theft. Being a mechanical process that allows you to essentially "break" the device, it would make more sense to roll it into Disable Device.


Amaril wrote:
Going through the skills section, I couldn't help but feel tripped up by the idea of Open Lock being rolled into Theft. Being a mechanical process that allows you to essentially "break" the device, it would make more sense to roll it into Disable Device.

I tend to agree with the idea that open lock and disable device are a better fit together.


That certainly makes more logical sense, I think. Both involve manipulating mechanical devices.


Amaril wrote:
Going through the skills section, I couldn't help but feel tripped up by the idea of Open Lock being rolled into Theft. Being a mechanical process that allows you to essentially "break" the device, it would make more sense to roll it into Disable Device.

At first thought, I also agree.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Agreed.

Paizo Employee Director of Narrative

::nods::


Agreed.

Dark Archive

I don't agree with the 2 being grouped either.

RPG Superstar 2008 Top 32

I agree with the OP: Open Lock has much more in common with trapsmithing than picking pockets.

Perhaps combine Open Lock, Disable Device, and Craft(Traps and Locks) into one skill?

Actually, I like that. Picking a lock is a Craft(Locksmithing) check.


I reposted this topic in the Alpha Release 1 forum. Please post additional replies in that thread.


Edited because I should read the thread just prior to posting.

Comments now in the correct location

Cheers
Chris

Scarab Sages

Same here.


Agreed.

Scarab Sages

I think if the skills had to be combined, I would agree - locks are largely a mechanical challenge.


I also agree with adding open locks to disable device but I also thought that disguise should be rolled into deception.

Liberty's Edge

I certainly agree from a fluff perspective. I'm wondering if that keeping the skills separate in that way was done more for mechanical balance. Open lock and disable device are often seen as the two needed rogue skills(at least as far as the dungeon delving variety goes). Maybe having them separating into the groups they are was done to ensure skills are spread out?

I figure the same situation is what keeps knowledge arcana and spellcraft separate, both are already near necessity, if combined there wouldn't be a wizard without them and would come close to simply giving a wizard an extra skill point.

-Tarlane


Hmm. Yes, I'd say Open Locks certainly is more closely related to Disable Device than to Sleight of Hand.

That leaves Theft a bit light, stripped down to just the old Sleight of Hand abilities plus reading thief signs. I'd roll Escape Artist (which seems pretty light as a skill of its own) into Theft.

Liberty's Edge

Sleight of hand was always a pretty versatile skill, including pick pocketing, palming, magic tricks, cheating at games of chance, juggling, and concealing or hiding items. It's had uses in hiding a knife in order to flat foot a foe, stuff like that.

It could be expanded to boost the ability to catch items, perhaps?

Well, whatever happens to sleight of hand/theft, Open lock should definately be part of disable device. It looks like a pretty unanimous call there.

Liberty's Edge

Rolling escape artist into theft might work, although escape artist has some strong combat applications on its own.

Sovereign Court

I also think that Open Lock should be folded into Disable Device and Sleight of Hand remain a skill.

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