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How to open a door
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<blockquote data-quote="Ilbranteloth" data-source="post: 6398499" data-attributes="member: 6778044"><p>First, I agree that it's not a metagame issue. I just didn't spell it out as well as you did. My point was based on the original statement that you shouldn't roll if there's no penalty. What I meant by my response is that if there is no penalty, instead of making it automatic, perhaps it doesn't need to be locked in the first place. </p><p></p><p>And yes, you can get through the door with other methods. Blasting it with a fireball would probably work as well. I was just agreeing with the original post that the door still being locked is a penalty in and of itself. Not an insurmountable one.</p><p></p><p>I think the DC does reflect the difficulty, and doesn't necessarily need to be changed for another character to try. If the first character did something to alter it (broke a lockpick off inside the lock by accident) then it would be more difficult. Even the simplest of tasks aren't a guarantee for the most skilled. Like a 100 meter dash. The 'best' isn't always the winner, and at times might not even place or finish.</p><p></p><p>But for multiple characters making checks, I would keep it simple and abstract, and still with one die roll.</p><p></p><p>If more than one character has the ability to pick locks, then they can help (as per the helping rule), granting advantage on the check. I would still use my addition of a failure indicating a period of time as long as it's within their skill level. That way you still only need to make one check, and it takes into account that multiple characters can try.</p><p></p><p>Again, if there is a more immediate penalty, then I'd go with a roll each round, but they would also be at advantage if more than one character has the ability and is involved in the attempt.</p><p></p><p>It would be up to the DM to describe the action. I'm an IT guy, and it doesn't matter which one of my partners and I have the most experience, there are times where the one with the least experience will 'know' the answer faster than the one with more experience. Helping can be looking over your shoulder, noticing that the lock resembles one that they've seen before, a reminder to try a particular technique, or actually physically attempting to pick the lock.</p><p></p><p>Ilbranteloth</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6398499, member: 6778044"] First, I agree that it's not a metagame issue. I just didn't spell it out as well as you did. My point was based on the original statement that you shouldn't roll if there's no penalty. What I meant by my response is that if there is no penalty, instead of making it automatic, perhaps it doesn't need to be locked in the first place. And yes, you can get through the door with other methods. Blasting it with a fireball would probably work as well. I was just agreeing with the original post that the door still being locked is a penalty in and of itself. Not an insurmountable one. I think the DC does reflect the difficulty, and doesn't necessarily need to be changed for another character to try. If the first character did something to alter it (broke a lockpick off inside the lock by accident) then it would be more difficult. Even the simplest of tasks aren't a guarantee for the most skilled. Like a 100 meter dash. The 'best' isn't always the winner, and at times might not even place or finish. But for multiple characters making checks, I would keep it simple and abstract, and still with one die roll. If more than one character has the ability to pick locks, then they can help (as per the helping rule), granting advantage on the check. I would still use my addition of a failure indicating a period of time as long as it's within their skill level. That way you still only need to make one check, and it takes into account that multiple characters can try. Again, if there is a more immediate penalty, then I'd go with a roll each round, but they would also be at advantage if more than one character has the ability and is involved in the attempt. It would be up to the DM to describe the action. I'm an IT guy, and it doesn't matter which one of my partners and I have the most experience, there are times where the one with the least experience will 'know' the answer faster than the one with more experience. Helping can be looking over your shoulder, noticing that the lock resembles one that they've seen before, a reminder to try a particular technique, or actually physically attempting to pick the lock. Ilbranteloth [/QUOTE]
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