Charlaquin
Goblin Queen (She/Her/Hers)
Most of the time when players in my games are encountering locked doors, they’re doing so in a dangerous place full of hostile creatures. In such places, I roll for random encounters once per hour, and any time the PCs make a lot of noise or otherwise attract the attention of those hostile creatures. Attempting to pick a lock will take time, whether you succeed or fail. Of course, if you fail you can always try again, but that will again take time. A faster approach to opening a locked door would be to try to break the lock (or break the door down); that takes almost no time at all, but it is very noisy. Succeed or fail, that noise is going to trigger a random encounter roll. You can always try again if you fail, but that’s going to trigger another roll.
Now, if you’re in the tavern trying to pick or break the lock on a chest you hauled out of the dungeon, yeah, you’re just going to succeed without a check. Narrate opening it however you like, there’s no challenge there, no point rolling. And that’s what the “consequence of failure” thing means to me.
Now, if you’re in the tavern trying to pick or break the lock on a chest you hauled out of the dungeon, yeah, you’re just going to succeed without a check. Narrate opening it however you like, there’s no challenge there, no point rolling. And that’s what the “consequence of failure” thing means to me.