Are X in 6 or Percentile lockpicking chances too swingy? Want to remove skill rolls? Instead of using a roll to pick locks, your Rogue can just pick them. It simply takes time and a lockpick to open most locks, with the exception of puzzle style locks, which are more like weird dungeon doors that have slide puzzles or little mazes to solve instead of keys.
You'll probably need specialist tools to open the higher tiers of locks- as a rule of thumb, you need a number of tools equal to the lock's tier to open it. These include things like wedges, picks with different heads, vices, tumblers, and so on. Magic locks fit into this paradigm as either advanced puzzles or as whatever base lock was enchanted +1 higher Tier.
If you want to include a use for Dexterity- change the time it takes to unlock a lock tier above your own by 6 - Dex Modifier. (adding if Dex mod is negative)
You'll probably need specialist tools to open the higher tiers of locks- as a rule of thumb, you need a number of tools equal to the lock's tier to open it. These include things like wedges, picks with different heads, vices, tumblers, and so on. Magic locks fit into this paradigm as either advanced puzzles or as whatever base lock was enchanted +1 higher Tier.
If you want to include a use for Dexterity- change the time it takes to unlock a lock tier above your own by 6 - Dex Modifier. (adding if Dex mod is negative)
Dirt-Simple Lockpicking - Lock Tiers Table
Rogue lvl
|
Tier
|
Description
|
x
|
0
| Improvised, rusted, primitive. |
1
|
1
| Standard or common locks. Owned by merchants and lesser-nobles. |
3
|
2
| Mechanical Puzzles- Sliding blocks, levers and pullies, etc. |
5
|
3
| Advanced locks. Used by the very wealthy or to protect great treasure. |
7
|
4
| Advanced puzzles. Reflective mirrors, crystal arrays, etc. |
9
|
5
| Ancient Locks. May not use keys- old daggers and talismans slot in instead. |
x
|
6
| Self-Aware Clockwork, "Unbreakable", and Divine-level locks. |
If the lock is two stages or below your current tier of lock, you can open it basically instantly. You've seen it before.
If the lock you're picking is one stage below your current tier of lock, you can open it in one turn.
If the lock you're picking is an equal stage to your current tier of lock, you can open it in two turns.
If the lock you're picking is one stage above your current tier of lock, you can open it in 6 exploration turns/one hour.
If the lock is two or more stages above your current tier of lock, you can't open it. It's too complex. You'll have to bypass it through breaking it or leave it for later.
A similar take on this idea:
ReplyDeletehttps://aeonsnaugauries.blogspot.com/2014/02/alternate-lockpicking.html?m=0
Nice, I like the more realistic style using actual types of locks, and then the added 'mystic' ones at the end give them that fantasy feel. Regulating locks and Thief skills to just things "they can do if they know it" is probably better then skill rolls or percentile dice.
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