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Old 04-29-2017, 07:36 PM   #11
Bruno
 
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Default Re: Role protection, Locksmiths vs Lockmaster

The reason to learn Lockmaster is because you get your Magery bonus on it. If you already have, like, Magery 6, that's a *really* good reason.
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Old 04-29-2017, 09:48 PM   #12
simply Nathan
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Default Re: Role protection, Locksmiths vs Lockmaster

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Originally Posted by TGLS View Post
Now, the main problem for the mage is that at an FP of 10 and skill 15, the mage can burn through 5 locks before needing to stop badly, and probably wants stop earlier to cast something else if needed.
Where do you get 5 castings from? At 9 (with the skill reduction), a HT 10-12 adventurer wizard without bonus FP or an Energy Reserve is going to get one casting, and unless he's also got Recover Energy he'll need to rest for an hour and a half after casting.

So how much FP, Energy Reserve, what size Powerstone/Power Item are you assuming here? Because two castings in a row sounds about the upper end of reasonable to me.
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Old 04-29-2017, 10:25 PM   #13
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Default Re: Role protection, Locksmiths vs Lockmaster

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Originally Posted by simply Nathan View Post
Where do you get 5 castings from? At 9 (with the skill reduction), a HT 10-12 adventurer wizard without bonus FP or an Energy Reserve is going to get one casting, and unless he's also got Recover Energy he'll need to rest for an hour and a half after casting.

So how much FP, Energy Reserve, what size Powerstone/Power Item are you assuming here? Because two castings in a row sounds about the upper end of reasonable to me.
He was talking about a mage with 10 FP and Lockmaster at 15-. Lockmaster normally costs 3 FP to cast and can't be maintained. With high skill, cost to cast is reduced by 1 to 2 FP. If you have 10 FP, you can cast 5 spells that cost 2 FP each before reaching 0 FP. That's where he gets the five castings from.
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Old 04-29-2017, 11:10 PM   #14
simply Nathan
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Default Re: Role protection, Locksmiths vs Lockmaster

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Originally Posted by Curmudgeon View Post
He was talking about a mage with 10 FP and Lockmaster at 15-. Lockmaster normally costs 3 FP to cast and can't be maintained. With high skill, cost to cast is reduced by 1 to 2 FP. If you have 10 FP, you can cast 5 spells that cost 2 FP each before reaching 0 FP. That's where he gets the five castings from.
Alright then, I was misreading that as an FP cost of 10.
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Old 06-16-2021, 03:19 PM   #15
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Default Re: Role protection, Locksmiths vs Lockmaster

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Originally Posted by Varyon View Post
A proper rogue-type could figure out the mechanism and unlock it properly; a mage would likely get poisoned.
Thatīs why mages should carry staffs enchanted with the staff spell. even if they donīt use it for fighting, it gives them 2 yards of distance to any dangerous thing the would otherwise have to touch with there own hands.
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Old 06-20-2021, 10:58 PM   #16
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Default Re: Role protection, Locksmiths vs Lockmaster

* Use magic to fight magic. "Trap" type spells (i.e., an attack spell + Link) set to trigger when Locksmith is cast.

*Even nastier, at least for DF, Link + Teleport Other which either teleports the treasure behind the lock to a more secure location and/or teleports a monster in. For extra fun, have a relatively fragile treasure animate to become a monster. Players will be on pins and needles trying to kill the monster without inflicting serious damage to its structure.

* The ever popular No Mana Zone. Any time you want niche protection for a character with mundane skills which are inferior to equivalent magic, just drop a few of those babies onto the map.

* Magically-reactive materials in the lock. Any use of magic on the lock triggers the materials, producing trap-like effects or just slagging the lock mechanism causing it to jam. Alternately, the material might vanish or disintegrate, serving as deadman triggers for further traps.
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