I guess your team didn't have a reason to fear load noises attracting guards, or just the hassle that a gaping hole where a door used to be can bring.
I'd happily drop it to just an Arcana check or Thievery + 5, instead of Arcana + 5, make it 1 minute and 10g.
Perhaps, but a ten minute Knock feels really, really dumb
Similarly when a PC wanted to use Tenser's Disc to save someone from being swept downriver towards a waterfall, I felt a little bad telling him about the amount of time it took, since it was otherwise a perfectly decent idea.
Precisely.
This is it in a nutshell and the reason I allowed 10 or less minute Rituals be placed on Standard Action scrolls.
This pulls back into the game system options that players want to do quickly, even out of combat.
I can create a Shield spell Force object in an instant, but it takes 5 minutes (via normal ritual scroll rules, 10 minutes without a scroll) to create a Floating Disk Force object. WT???
It not only limits creativity, but it creates (IMO) an inconsistency with how magic should work. Similar effects should take similar amounts of time.
I have no issue with Raise Dead taking hours since there are no in combat Raise Dead spells (TMK, Raise Dying, but not Raise Dead).
I'm still not sold on why a TD should be instantly castable.
Why have a guy that can use a rope well and climb well if a quick TD will solve the problem?
Same with knock. Why bother to have a rogue that can pick locks, just use a standard action and pop that lock open.
Also I just don't usually see 10 minutes as being a huge amount of time.
It shouldn't, unless the cost is sufficient. I'd suggest nerfing TD for an instant one.
Err, what skill is 'use rope', persactly? And since when does TD let you climb?
35g and 1 healing surge. Per lock. And the checks can fail. Plus 10 minutes.
Or, for KD's standard action method it's actually 210g and 1 healing surge. Per lock. And the checks can fail.
Not that I agree with KD's method, but I can sympathize with how he came to that decision. I wouldn't do it that way, but I would be okay encouraging more rituals.
In fact, I'll be doing just that in a game I'm starting in a couple weeks by separating out money for consumables and rituals from money for magic items.
It's not necessarily a huge amount of time. It's just 100 times longer than the other available solutions. Which, I guess, does make it a huge amount of time.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.