From Neverwinter Pedia
Doors
A door in NWN2 can have many properties. Some are useful (if a door is locked, required a special key to open, is trapped, etc.) Since the «PROPERTIES» Menu is common for ALL Placeables, it goes to mean that not every item would be useful for every placeables. Doors are no exceptions. We will be discussing each of the more useful items so you will have a better understanding of what they are.
The following image showed some of the items that are useful for doors (expanded menu). Items that are not so useful (in my opinion) have been collapsed so they don't get in the way.
Basics
We have covered this in the earlier section above. The important items are Tag and Localized Description. Remember that Tag must always be unique!
Why would there be a Conversation Property for Doors?
[Hint: If the door you are making is a Magical Talking Door (you know, the kinds that ask riddles), you can then attach an appropriate Conversation to the "Conversation" item and "talk" to it. Be creative!]
Faction is not a very useful property for Doors. Since a "Hostile" door can never hit back should you attack it, just leave it alone.
Lock
here is not much you can do with Behavior, so I am skipping that.
- Locked obviously mean the initial state of the Door – i.e. when you first encounter the Door, is it "locked" (true) or "unlocked" (false)?
- Open Lock DC has to do with the skill needed to pick the lock of a Locked Door. According to the Ultimate d20 Reference, "the DC for opening a lock varies from 20 to 40, depending on the quality of the lock." (original site)
- Simple Lock : 20
- Average Lock 25
- Good Lock : 30
- Amazing Lock : 40
Bear in mind that an Amazing Lock would obviously be very expensive, and would make sense to be found in castles, instead of commoners' home.
- Key Required: if TRUE, you will need a Key to open it. So if you don't want players to open a Door, instead of setting the Open Lock DC to very high, you should set this to be TRUE and create a special key (see Create Items.
- Key Tag: The "Unique Tag" for the one special key to open a particular Door.
- Auto-remove Key: Once the Door is unlocked (using the special key), the key will be removed from player's inventory. In other word, this is a key with Single Use.
- Lockable: Can the unlocked Door be Locked again?
- Close Lock DC: The opposite of Open Lock DC. How much skill is needed to Lock this Door after it's been opened? You may use Close Door DC when you want to lock a Door to prevent enemy from reaching the room you are hiding in.
- Misc, Scripts, Statistics: With the exception of Script, the rest are not very useful, so I am leaving them out.
Transition
We will be dealing with Transition soon. So I will be brief.
- Linked To: enter the Unique Tag of the Destination Door/Waypoint here.
- Link Object Type: (a) no transition, (b) Linked to a door, and (c) Linked to a waypoint.
- Party Transition? When set to "TRUE", the entire party will be "transition" to the destination.
- Use Invisible Transition? When set to "TRUE", there will be no "loading screen".
Trap
There are two types of Traps used in a D20 system (like NWN2): (a) Mechanical/Non-magical, and (b) Magical Trap. Mechanical Traps are traps that is triggered by trip-wire, or pressure plate (weight change), whereas magical traps involved magical spells. Traps may be disarmed, if the player has high enough skills. (more information)
- Trapped; When set to "TRUE", the Door is trapped.
- Trap Type: Name of the trap.
- Trap detectable?: as suggested.
- Trap Detect DC: Mechanical Trap (DC20 is needed), Magical Trap (DC 25 + magic level is needed).
- Trap disarmable: Can the trap be disarmed? "TRUE/FALSE"
- Disarm DC: Mechanical Trap (DC21 or more), Magical Trap (DC25 + magic level).
- Trap one-shot?: When set to "TRUE", the trap only work once.
Continue to » Hanging a Door