The problem with previous games and also part of the reason why they might have removed certain spells like open lock and levitate is that they made the skill itself "pointless". Why use a minigame to open a lock if a simple spell is enough to do the same trick? And while magic is powerful it should also require some knowledge about lock mechanisms to open them. That way a thief can decide if he wants to use magic or lockpicks without one spell making lockpicking just a timeconsuming thing.
If you want to create a form of synergy it could be that you add a % chance to the spell to actually open a lock. For instance there is a % chance on locks to open with spells;
Novice locks - 50% chance of succesfully open a lock with spell
Apprentice locks - 30% chance of succesfully open a lock with spell
Adept locks - 10% chance of succesfully open a lock with spell
Expert locks - 0% chance of succesfully open a lock with spell
Master locks - -20% chance of succesfully open a lock with spell
By investing into the first perk in fingersmith it will also increase the % a spell would open a lock, for instance;
Rank 1 - +20% increased chance a open lock spell will work
Rank 2 - +30% increased chance a open lock spell will work
Rank 3 - +40% increased chance a open lock spell will work
Rank 4 - +50% increased chance a open lock spell will work
Rank 5 - +60% increased chance a open lock spell will work
That way you would have one spell that can open lock, but based on your rank it would be faster and easier the more rank you invest into it. Also it would give a meaning to choosing ranks as they are needed to open the more difficult locks, it would also simulate the need to understand how the lock works to be able to open it.
This would then be one spell that can open locks, but based on your ranks in fingersmith the % on a successful open would be changed based on how much you knew about that lock type.
Edited by Crashloop, 15 May 2012 - 12:45 PM.



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