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.

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[–] 24 points 3 years ago (5 children)

As a rogue with so much bonus to lockpicking I almost never fail a lockpick. I am accumulating thieves tools like crazy. 😵‍💫

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  • [–] 11 points 3 years ago (1 child)

    I usually have Shadowheart in my party so I use guidance for basically everything and adding that 1d4 to Astarion's lockpicking check feels honestly gratuitous at this point (I still do it tho)

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  • [–] 9 points 3 years ago (2 children)

    Definitely seems worth it to keep one rogue in the party just for lockpicking. Seems to save a lot of time.

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  • [–] 4 points 3 years ago (1 child)

    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

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  • [–] 1 point 3 years 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)

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  • [–] 1 point 3 years ago

    On the other hand, my Warlock who coincidentally has the best dex in my party, has been burning through Thieves' Tools like there's no tomorrow, since no one has Slight of Hand and I can't be bothered to go back to camp for Astarion unless I'm doing stuff I know involves him. :P I miss Shadowheart having the Urchin background. :P

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