Like, you can consume one to reroll a lockpicking check. That bit makes sense.

But also sometimes you’ll pick a lock, not reroll, and it’ll consume one of your tools anyway.

Same thing with trap disarming kits.

Do they have a ‘durability %’ that is just hidden to the player? Does it relate to the difficulty of the lock itself?

Sometimes I’ll pick seven doors without a single one being consumed, and sometimes three of them will be consumed in a row… ?

I don’t get it, and I found no explanation for it anywhere in the game.

  • Oldmandan@lemmy.ca
    link
    fedilink
    arrow-up
    5
    arrow-down
    1
    ·
    1 year ago

    Caster with Knock is is a solid alternative, although I’ve found myself needing to rest because Gale has spent all his spells on unlocking stuff an unfortunate amount of times. :P

    • Fushuan [he/him]@lemm.ee
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 year ago

      My lore bad has expertise in sleight of hands, the 18 dex gloves and knock. anything over 20 gets a knock, anything under gets the easiest roll of their life (13-17 bonus by now)