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							<channel><title>New Posts For Thread: Knock Knock</title><link>http://community.wizards.com/go/thread/view/75882/29755439/Knock_Knock</link><description>In the older versions I'd always use knock to get in to places unnoticed or when we didn't have enough skill to open them conventionally (notice I'm talking about 3.5 since Next is obviously going back alot farther than 4e which was just wierd).  The</description><item><title>+1, sort of; the addendum that should be added is that you can use very hard locks, but you don't use them on any obstacles that you expect the group to bypass. They basically become the same thing as walls. In officially produced quests you only put</title><link>http://community.wizards.com/go/thread/view/75882/29755439/Knock_Knock?post_id=528800715#528800715</link><description>+1, sort of; the addendum that should be added is that you can use very hard locks, but you don't use them on any obstacles that you expect the group to bypass. They basically become the same thing as walls. In officially produced quests you only put</description><pubDate>Tue, 05 Feb 2013 22:23:32 -0600</pubDate></item><item><title>Seems to me the easy solution to #1 is 'don't put obstacles in front of your PCs that they can't overcome', which strikes me as a basic tenet of good DMing.  So, if nobody in the party has the ability to open a 'very hard' lock, don't use 'very hard'</title><link>http://community.wizards.com/go/thread/view/75882/29755439/Knock_Knock?post_id=528798567#528798567</link><description>Seems to me the easy solution to #1 is 'don't put obstacles in front of your PCs that they can't overcome', which strikes me as a basic tenet of good DMing.  So, if nobody in the party has the ability to open a 'very hard' lock, don't use 'very hard'</description><pubDate>Tue, 05 Feb 2013 19:58:09 -0600</pubDate></item><item><title>I am fine with your second and third criteria. I am diametrically opposed to your first.</title><link>http://community.wizards.com/go/thread/view/75882/29755439/Knock_Knock?post_id=528798505#528798505</link><description>I am fine with your second and third criteria. I am diametrically opposed to your first.</description><pubDate>Tue, 05 Feb 2013 19:54:55 -0600</pubDate></item><item><title>I'm not aware of a wizard spell that lets them find and disable traps or other mechanical devices. All they can do is open locks, and considering that they are often warding things with arcane lock spells, that seems totally appropriate to me. But if</title><link>http://community.wizards.com/go/thread/view/75882/29755439/Knock_Knock?post_id=528798293#528798293</link><description>I'm not aware of a wizard spell that lets them find and disable traps or other mechanical devices. All they can do is open locks, and considering that they are often warding things with arcane lock spells, that seems totally appropriate to me. But if</description><pubDate>Tue, 05 Feb 2013 19:43:44 -0600</pubDate></item><item><title>1)     You are fully capable of being a backup to someone like a rogue with Disable Device. What you cannot do is be a replacement of a rogue with Disable Device. They will still be able to open the locks that the group needs to find a way to open. D</title><link>http://community.wizards.com/go/thread/view/75882/29755439/Knock_Knock?post_id=528782003#528782003</link><description>1)     You are fully capable of being a backup to someone like a rogue with Disable Device. What you cannot do is be a replacement of a rogue with Disable Device. They will still be able to open the locks that the group needs to find a way to open. D</description><pubDate>Tue, 05 Feb 2013 09:47:36 -0600</pubDate></item></channel></rss>
