I'm surprised nobody's mentioned the entirety of Chapters 4 & 5. I can think of one section with notable traps/locks, and you are expressly given a clear warning of them, which means that even a Level 1 Thief can down a couple of Potions and clear the lot, without even breaking roleplay.
Yeah, there are a couple of other traps & locks there, but they're few and far between, and in places that you can always get back to later on. Moreover, I always try to Dual-class people at some point where it makes a lot of sense in the roleplay--and I can think of no better time to do this than the "Transformation and the Dream" sequence.
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Volothamp's Comeuppance
Everything you ever needed to know about the entire Baldur's Gate series......except spoilers.
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