I move that Barbarians be given an open lock ability, but instead of using a tool kit they have to use a maul to smash open the door or chest.
I move that Barbarians be given an open lock ability, but instead of using a tool kit they have to use a maul to smash open the door or chest.
D&D rules do permit anyone with enough str to bash a door/chest open. Of course the noise should bring mobs running and should risk breaking permanently anything in the chest.
/signed as long as there is some penalty associated i.e dungeon alert + mob spawns.
Captain's Crew: (TR) Dingalbarian - Horc Barb20 - THF, Dingaladin - Human 18/2 Paladin/Monk - TWF, Lamepolicy - Squishy Drow - Wiz20 Archmage
Locksmith: http://www.youtube.com/watch?v=f3RYHKWXIwI
/signed
Barbarians use headbutt to open chests and doors....spawning more mobs and possibly a red name (possible damage to toon)
Fighters/Rangers use weapon to wrench it open....spawning more mobs and possibly a red name (possible damage to weapon)
Monks use fists to bash it open....spawning more mobs and possibly a red name...(loss of Ki?)
Casters roll DC vs a door/chest to break it open....spawning more mobs and possibly a red name (possible loss/pre-damage to items to items in chest due to explosions)
Healers roll DC vs a door/chest to break it open....spawning more mobs and possibly a red name (possible loss/pre-damage to items to items in chest due to explosions)
adding a couple animations for this wouldnt' be too bad....or would it?
/yes/yes/yes/andmoreyes
make cleave useful by being able to use it to open a locked chest.
I can sign this based on addendems:
only a 5% chance not to inflict perma damage on items.
cant break a magicward.
Yea Id love to see it..
But it would need difficulty checks and limitations, so brining along a skilled rogue is still the prefered way to open difficult chests/doors where knock wont work.
DC Should be strength based, on par with the DC for knock.. So max str barbs can only manage what a caster could knock, not the harder rogue-only ones. (unless maybe they have 100+ str from eating super rare cookies/etc)
Something like Character level -5 + Str mod = Knock mod would probably work. (-5 to check since str is easier to get higher then cha/int)
And to add limits:
Barbs:
You must expend a use of damage boost to smash open the door chest.
Ftr:
Expend a use of Attack boost
Don't think other classes need the ability, given that most have a ton of other party-helping functionality barb/ftrs are missing (Monks have huge assortment of support abilities to benefit party, Rangers and Paladins can buff the party, Rogues can do it via rogue skills, Casters can knock)
And chance to break item:
50% chance of having to make the roll (roll over 50 and no items are damaged):
Roll is your strength mod vs the items hardness. Fail roll (str + roll = higher then hardness + roll), and item is destroyed, and instead changed into : Broken item, worth 10% of the items original price and has no use other then selling to a vendor, not able to repair it.
- Cannot break named items (especially quest required stuff), only random loot.
Other characters who open the chest after it was smashed do not suffer any penalties.
For doors - the current tech of just having a minimum strength requirement is probably fine. But more doors should be converted into this, and they should not e so easily broken with a fire spell. The fireball should have a minimum damage requirement to destroy the door (eg your basic fireball wand that does 5-30 dmg should not kncok down a sturdy door in a high lvl quest, but instead require an actual maximized/empowered fireball that deals at least 200 damage in a single hit)
Last edited by Shade; 02-25-2011 at 03:08 PM.
You can all ready bust locks and doors.
But it takes a +1 or better wedge.
Also you can climb walls if you can find a rope.
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I'm in. Especially if there is a chance the Barbarian can suffer a concussion as a result of his attempt to open the lock.
-- Eli Bolas
Only if it breaks all items in the chest, other than gold, weapons, shields, and armor.
Smashing open locked doors would be a nice addition, but it would have to be on a case-by-case basis... The metal locked doors in VON 5 or Tempest Spine for instance could not be bashed open.
signed ONLY if:
1) no red named spawns, am i the only one that thinks this is ridiculous? thats a bonus, not a consequence. no one would ever use open lock, or knock again. an instant red alert, yes. but a new boss? thats just stupid.
2) you need X for strength to open lock and with every strength stat over X increases your chance to open. indirectly, every stat over x increases your chance to break items in the chest. this isnt a finesse move, its brute strength, and should be treated as such.
3) you can see what you broke, but cannot loot it. that way you see what you lost, and the consequences of not opening it properly.
i agree that there should be an option to bash chests open, but come on, there has to be a penalty. otherwise we are again levelling the playing field and eliminating "specialists".
you changed, bro...
It should probably be a feat that requires x strength and has those penalties
Give it to them, but have exploding chests that only go off if you break them. Have no way to detect these traps, make them completely random, and as powerful as the blasts in undermined.
In another game I played, Warriors could use the Batter command to do exactly this, and did use their heads if they didn't have a weapon handy. It was implemented in that game by giving locked boxes an amount of Hit Points, which originally scaled prohibitively with the lock difficulty so that a capped box would take literally hours to beat open. In that game locked boxes could also be trapped, but I think the general idea transfers well.
I think the concept of item damage is internally inconsistent, and that it makes much more sense to have the cost simply be time.