The Whiner Knight said:I once had a 2ndEd game in which the player of the thief (Hah! Yes! A thief! Not a namby "Rogue!") wanted to know if he could carry around some soap.
Okay, I said. Usually I take my PCs' cleanliness for granted, but if he wanted to buy soap, well, it was on the equipment list.
All was fine until the party needed to get through a locked door. The thief turned to me and said, "I take out my soap, stick it into the lock to make a mold of the key, pull it back out, and then make a copy of the key out of wood with my trusty dagger."
"No," I said. "You've got lockpicks; roll against your Open Locks skill."
That's exactly what the open locks skill represents. The exact details are irrelevent - it may involve lockpicks, or it may involve a bar of soap. The important thing is that an open locks roll represents the character doing his best to open the door with the means at his disposal. Your player just happened to add a little flavour to a standard mechanic. If he makes the roll, you say "You successfully open the lock with a bar of soap and a bit of wood". If he fails the roll, you say "No, it didn't work [for whatever reason]".
It's like disable device checks. You ask the player to make the roll, and he responds by saying "I just plug the holes" or whatever. Well, that's what the roll represents. If he makes the roll you say "You successfully disabled the device by plugging the holes".