this post was submitted on 21 Aug 2023
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Baldur's Gate 3

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Baldur’s Gate 3 is a story-rich, party-based RPG set in the universe of Dungeons & Dragons, where your choices shape a tale of fellowship and betrayal, survival and sacrifice, and the lure of absolute power. (Website)

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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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[–] SinTacks@programming.dev 4 points 2 years ago

I don’t think I’ve lost any that way yet, only for fails.

[–] Murvel@lemm.ee 1 points 2 years ago (1 children)

I've tried to use Thieves tools once and it went like this:

Tried it on a flimsy door, people were looking so I put the tools away. I instead picked up a barrel and threw it at the door at which point i teleport in, met a chick with paralyzed legs and then teleport out. Door was fine though and the thieves tools had done its job.

I can't tell if the game is jank and I'm much too creative or if the game is masterclass and I just can't comprehend its genius.

[–] VinesNFluff@pawb.social 3 points 2 years ago

All of the above.

But if you're gonna go with gorilla tactics like clipping through, you do know you can just blow up the door, right? :D

[–] Dimok@reddthat.com 1 points 2 years ago

I've noticed this too and have been trying to keep an eye on why. I have noticed that when I have quite a bit of + to the roll (dex, sleight, spell bonuses.) and it's a 10 or below, it doesn't even light up the thieves kit as being used. When it's a higher requirement of 15+ OR I don't use the spell bonus, or I use my main character who has the dex bonus but not the sleight of hand..it doesn't use it on lower requirements. My guess based off this was that if I blew the requirements away (5 or 10 maybe over the requirement?) it wouldn't even bother using one. It's all conjecture though, but that's the trend I've seen since I started paying attention.

[–] Duke_Nukem_1990@feddit.de 1 points 2 years ago (3 children)

I was pretty sure that every successful pick needs one tool. Maybe you checked the wrong inventory for how many were used? Party members will just use lockpicking tools from other inventories as well.

Trap disarming seems to only consume the tool if you fail the disarm.

[–] Skyhighatrist@lemmy.ca 9 points 2 years ago

You use thieves tools every time you lockpick, but if you fail they break decreasing your supply by one. If you succeed, you may reuse the same thieves tools for the next lock.

[–] chandz05@lemmy.world 3 points 2 years ago

I also think it works this way. Especially since they show up under the dice when you roll for the check

[–] fushuan@lemm.ee 1 points 2 years ago* (last edited 2 years ago)

I've done gauntlets with over 10 traps with a single tool. This is proof enough lol.

[–] CosmicSploogeDrizzle@lemmy.world 0 points 2 years ago (3 children)

@remindme@mstdn.social 1 day

I also would like to know more about how this works

[–] remindme@mstdn.social 1 points 2 years ago
[–] remindme@mstdn.social 1 points 2 years ago

@CosmicSploogeDrizzle Ok, I will remind you on Tuesday Aug 22, 2023 at 6:21 AM PDT.

[–] remindme@mstdn.social 1 points 2 years ago (1 children)

@CosmicSploogeDrizzle @VinesNFluff (dev here) please repeat the toot without text after the "2 days" for the bot to work.

It works by reading toots and saving when you want a reminder, then at that time, it wakes up and sends the reminder toot.

Gotcha. Thanks!