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Daniel Rizea
Winifred Habbamock #5.
Arnesi da Scasso

For new players, you might think lockpicks (1) is a super amazing upgrade for lockpicks. But actually, level zero lockpicks are a lousy downgrade.

The reason why is because of how the game is structured. Losing assets is terrible. And the law of eventuality says that you’re gonna miss a skill test.

So for three bucks and two actions (one to put out, one to play), you have a chance of losing your lockpicks! You have to be at a +4 vs the skill test to reliably not lose'em. And they're once a turn.

This card solves a problem that doesn’t really exist: needing to get to a +8 to pass a single investigate test in scenario one of a campaign. (Yes, these exhaust after one use, even in the best of cases.) For the same cost, you can get a flashlight, which will give you a +2 and a huge chance of automatic success on shroud one or two locations. You can try it three times, and more if you can reload charges!

Maybe this is to teach new players that leveling up their gear can be very, very useful. So if you’re a new player, please learn that.

MrGoldbee · 1152
"You have to be at a +4 vs the skill test to reliably not lose'em" Well, as it turns out, you will be. Locations with more than 4 shroud are rare, and honestly, risking lockpicks to investigate such a location is worth it? Obviously, don't take lockpicks if you're not one of the many 4 int / 4 agi rogues (or Winifred, who is 3/5), but for those even Lockpicks (0) is much better than flashlight — Thatwasademo · 41
Also, exhausting doesn't mean you only get to use it once, and it's bizarre that you seem to be implying that? Passing one investigate test a turn against a difficult location generally nets you more clues over the course of the scenario than passing three tests in a row against an easy location. — Thatwasademo · 41
I dont understand why you implied this can only be used once a scenario. The point of Lockpicks is to overcome a high shroud location consistently- round after round. Lockpicks basically wont break on anything but autofail if you’re using it correctly, and the cost hurts much less when you happen to be the class whose specialty is resource generation. You absolutely should take Lockpicks 0 if taking it gets your test value up to 7 at least, and especially if you combine it with Lucky Cit Case or any number of fantastic Rogue skills like Quick Thinking. It’s a brilliant card. Definitely worth upgrading though. — StyxTBeuford · 12595
I think Mr. MrGoldbee's reasoning is: Let's sy you are an investigator with a combined Int and Agl of 8, at a shroud 4 location. You pay 3 resources for lockpicks (0). Now, if you get a -2 or better token pull, you get a clue and keep the lockpicks. If you get at -3/4, you get a clue and lose the lockpicks. If you get -5 or lower, you don't get a clue and you lose the lockpicks. So you could reasonably pay 3 resources, draw the auto fail, and listen to the sad violin music. This is not an unreasonable thing to consider, but, if you are playing Rouge, it's a calculation you're going to be making a lot, so eventually you get used to it. Obviously, upgrading to the level one version should be a priority, but, if this gets you a few clues you wouldn't otherwise get, it was well worth spending the three resources. — LivefromBenefitSt · 794
Edited for clarity. — MrGoldbee · 1152
This seems like it would be really useful for Rita Young if you also take Adaptable. — khoshekh · 5
This gets really tricky on higher difficulties. Obviously the autofail is always a concern but if you need to worry about the -6 and -8, too, that's pretty tough to make work. — CaiusDrewart · 2566