- I suggested somewhere else that lockpicking may also be used to disarm traps, especially pressure plates based one. Maybe also mines, I never really tried anything else other than launching something at them or shooting them from a distance, so I'm not sure whether there already are other ways of disabling mines.
This way, one could be compelled to always bring a lockpicking character, giving more utility to the ability, regardless of how many times you ran through the game.
I'd even go as far as pairing a Disarm check with Loremaster ( some kind of included "trap knowledge" ). This way, while Lockpicking would cost you lockpicks when trying to pick a lock, Disarming a trap would bring the risk of setting off the trap should you not have invested enough points in both abilities. Also this way, traps would still be a threat.

- I agree that opening a chest with the key or with a lockpick shouldn't give advantages, but rather smashing it should yield less items/gold, and/or damaged gear. This way, you just don't want to smash the chest. I can't care less about having extra loots though, so if smashing it right here and now gives me correct item, this is the easier and quicker way.

- Overall I don't really see an issue with having a key for each lock, and knowing the location of every one of them. I mean, the vast majority of players are probably going to do only one playthrough anyway, so what's the harm ? If you can even power your way through the game during your third or fourth playthrough, by investing LP points into combat-related abilities, why not?
As it stands now ( or, well, disregarding the fact there are like 5 Lockpicks in the current world ), I see LP as one alternative to open various things when you don't find/don't want to look for the key.
Example, how can you open the doors on the fist floor of the tavern ? Where is the key ? Is it on one of the patrons or the barkeeper ? If yes you would need to invest in pickpocket to grab it.

Please note that I still believe that simply smashing or burning open a door or chest should give a slight handicap. Also, I thought the Open Lock spell only worked for magically locked door like the one in the barracks down by the port. Is that spell actually opening every physically locked containers? If yes, then it shouldn't and I suggest this is either non-intended or should be removed wink


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