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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[–] 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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