werecorpse
Adventurer
Satyrn's got it.
I usually don't bother with consequences to failure for treasure chest locks beyond setting off traps. Maybe breaking lock to make it unuseable (PCs don't care)? But doors can have more consequences as they are more dynamic.
Example
Door lock
DC 23+ super quiet, bugbear in next room still asleep
DC 18+ get through quickly without making much noise - bugbear on the other side is still prone but awake and has grabbed weapon
DC 13-17 takes a couple of rounds and a bit of noise bugbear awake, no longer prone and has his weapon
DC 7-12 takes a minute or so. As above plus bugbear has hissed a warning into the next room and is attempting to hide next to the door (DC 16 perception to notice) - 2 hobgoblins will enter the room on round 2
DC 6 or less takes a couple of minutes, as above plus two hobgoblins from deeper in the complex will be in the room. The complex is alert.
I usually don't bother with consequences to failure for treasure chest locks beyond setting off traps. Maybe breaking lock to make it unuseable (PCs don't care)? But doors can have more consequences as they are more dynamic.
Example
Door lock
DC 23+ super quiet, bugbear in next room still asleep
DC 18+ get through quickly without making much noise - bugbear on the other side is still prone but awake and has grabbed weapon
DC 13-17 takes a couple of rounds and a bit of noise bugbear awake, no longer prone and has his weapon
DC 7-12 takes a minute or so. As above plus bugbear has hissed a warning into the next room and is attempting to hide next to the door (DC 16 perception to notice) - 2 hobgoblins will enter the room on round 2
DC 6 or less takes a couple of minutes, as above plus two hobgoblins from deeper in the complex will be in the room. The complex is alert.