Bright wrote:"There's traps in this area.
There's enemies in this area.
THere's treasure in this area.
There's danger here. (If there's a vorescene that can be triggered. hehe)
I think that can work, as it's more like giving a general warning, the player still has to deal with it on his/her own. I'm not sure about the underlying logic though, how can he tell for sure that there are traps or treasures in the area, without actually seeing the trap/treasure itself?
The alternative is a lockpick skill that just enables him to walk into locked doors, kinda like Lilahs Shrink, or Eleas jump.
this is nice as well.
or pickpocket, with three possible outcomes
-success: party gained gold.
-fail: no gold.
-mega-fail: target noticed that you tried to pickpocket, and turns hostile.
pickpocket may be too much pain to program though (?)