tag:blogger.com,1999:blog-24862363.post7053542710983820530..comments2023-06-24T11:06:56.356-04:00Comments on KingSpoom's RPG Design & Theory Junkyard: Game Design: Locked DoorsUnknownnoreply@blogger.comBlogger3125tag:blogger.com,1999:blog-24862363.post-73388720604455497642012-06-12T18:02:50.063-04:002012-06-12T18:02:50.063-04:00There could always be another way in which require...There could always be another way in which requires other skills, e.g. There's an open window on a house or a cave entry above ground level that the players would need to climb up to to reach. Or you could introduce another npc, e.g. the master thief who followed the group to steal their treasure, but now offers his 'services' for a price. So, now players could accept the offer, haggle, threaten the thief...Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-24862363.post-3888157628070353262008-02-24T23:43:00.000-05:002008-02-24T23:43:00.000-05:00Does that mean that, as long as the PCs survive th...Does that mean that, as long as the PCs survive the battle, they'll always pick the lock?<BR/><BR/>I've been fooling with the idea of a skill, where it's either:<BR/>roll success = win<BR/>roll failure = win, but...<BR/><BR/>The weird thing being that it's the only skill in the system that works like that right now.KingSpoomhttps://www.blogger.com/profile/13189135415275260810noreply@blogger.comtag:blogger.com,1999:blog-24862363.post-60388683833823942682008-02-24T16:23:00.000-05:002008-02-24T16:23:00.000-05:00My preferred solution is to have a price for failu...My preferred solution is to have a price for failure; the stock example is that failing to pick the lock (quickly enough) leads to a random encounter/set-piece battle.Anonymousnoreply@blogger.com