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   DIR Return to: 2015 Errata Discussion
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       #Post#: 249--------------------------------------------------
       Disable Device
   DIR By: Zaud
       Date: March 26, 2015, 2:14 am
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       I put this up so we would have a more focused location for it.
       I remember seeing someone talk about Disable Device going to a
       1-5 level skill but keeping the same CP cost.
       The other post talked about 'looking' for a power to add to the
       level 3 ability and this got me thinking.
       option 1: Let all that practice working with 'traps/devices'
       give the person with the skill 5 Stamina. For Rogues the skill
       would cost 9 points (3 levels x 3 cp each) and so would be in
       line with what +1 Weapon Skills give and perhaps give another 5
       (so 10 total) if the person has Disable Device at level 5. My
       initial thought that this would offset the high stamina cost of
       Evade.
       But then I thought: Should Rogues (or anyone) who can disable
       devices necessarily be better at using combat maneuvers?
       Option 2: Give people who have Disable Device 3 a minus to the
       Stamina cost of Evade. -2 at level 3, and possible -1 at Level
       5. This is 'like' giving them Stamina they can only use on
       Evading, something Rogues should be better at then most.
       The 'Stamina' option is better for lower level people, while the
       reduced cost for Evade would make  higher level Rogues tricky
       combatants. For those who balk at idea, the 'Fighters' already
       can get Parry down to a 2 cost with little effort and the Rogue
       would not have the option to turn this 'reduction' in Evade cost
       into a way of doing more damage.
       #Post#: 250--------------------------------------------------
       Re: Disable Device
   DIR By: Zaud
       Date: March 26, 2015, 2:21 am
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       Disable Device:
       Personally I'm of the belief that if a person 'has' a skill they
       should be allowed to use it. By having artificial constraints on
       using the skill we do not give people a chance to 'be heroic'.
       So what if I only have 1 level in Disable Device, I want to try
       to pick this tough lock/disable this trap. It may even pay to do
       the same for 'herb lore/furrier/mining' so that people on their
       first day aren't told 'that is not enough', but instead be told
       'you'll have to be lucky' (and they can fail and go 'oh well' or
       succeed and be 'yippeee')
       Obviously 'magical' glyphs and the like may absolutely require a
       certain commitment to the skill.
       I have a strong desire to see the 'path' as being more important
       then the Destination and Failing at something should be as good
       a Teacher as succeeding.
       #Post#: 271--------------------------------------------------
       Re: Disable Device
   DIR By: hjordanr
       Date: March 27, 2015, 2:33 pm
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       People can already make a bead pick for any level or intricacy
       of trap starting at level one.  The different traps mentioned in
       the write up are the levels of the skill that you would need in
       order to place those traps yourself without the level of
       trapmaking that would otherwise be necessary.  I think the
       reduced stamina cost for Evade might be an interesting bonus to
       give out for one of the higher levels of the skill so that it
       synergizes better with the rogue class as a whole.  I wouldn't
       be adverse to the skill paying like a trade skill but I would
       point out that the experience that you get from disabling traps
       can be used as currency so disabling a foot trap would give 4 xp
       which is 4 silver and disabling a death trap gives 12 xp which
       is a gold and two silver.  The relative lack of use of the skill
       in game has been noted by plot and we'll be making attempts to
       make it crop up more often.
       #Post#: 275--------------------------------------------------
       Re: Disable Device
   DIR By: Zaud
       Date: March 28, 2015, 12:18 am
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       On two occasions I have been not allowed to do bead picks
       because the plot person said it was too remote a chance. It may
       have been they did not wish to go to the trouble of putting the
       bead bag together for such a low chance, but to me that was
       'lost opportunity' for getting xp.
       This may be fixed by each of the Plot having a bag with marbles
       in it on hand as part of their normal equipment. Since ratio is
       the important thing, having 10 success marbles and 10 fail
       marbles on  hand would make it possible to get 'pretty close' to
       the proper numbers without taking up all that much room in the
       pocket.
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