Posted August 27, 2017
Some RPGs grant significant party XP whenever rogues open locks or disarm traps (Baldur's Gate 2 comes to mind). Is this the case with either locks or traps for ToEE?
I am hoping that, as long as there is no risk of losing XP, a rogue-less party should be viable, since there are spells to open locks, find traps, and detect secret doors. Since only rogues can properly disable traps, is it safe to have a character set them off instead? Are there any traps that are too deadly for this to work, even with protection spells? Finally, if a character sets off a trap, is there any chance to lose the loot within (I seem to recall a game with that issue)?
Thanks in advance!
I am hoping that, as long as there is no risk of losing XP, a rogue-less party should be viable, since there are spells to open locks, find traps, and detect secret doors. Since only rogues can properly disable traps, is it safe to have a character set them off instead? Are there any traps that are too deadly for this to work, even with protection spells? Finally, if a character sets off a trap, is there any chance to lose the loot within (I seem to recall a game with that issue)?
Thanks in advance!
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