Imaculata
Hero
I think it's kind of pointless to have a locked door, if you are just going to endlessly allow your players to pick it. If a player fails to pick a lock in my campaign, that means they'll have to try a different approach. Whether they manage to make it inside, is not my problem. My campaign never hinges on the players picking a particular lock. If you fail, try something else. Try a knock spell, or try bashing it down.
Only if the players roll a critical failure (on a 1) do I let a complication occur. The tool could break, the lock could jam, or maybe they need the assistance of a party member to shed some light. With simple locks, players are allowed to take 10, or even take 20, if time is not an issue.
Only if the players roll a critical failure (on a 1) do I let a complication occur. The tool could break, the lock could jam, or maybe they need the assistance of a party member to shed some light. With simple locks, players are allowed to take 10, or even take 20, if time is not an issue.