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Lock Picking Difficulties
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<blockquote data-quote="nittanytbone" data-source="post: 2637894" data-attributes="member: 35709"><p>"Lock</p><p>The DC to open a lock with the Open Lock skill depends on the lock’s quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40). "</p><p></p><p>So it sounds as if the DCs are reasonable for these locks. Good locks would be DC 30. Although I'm not sure if a typical orphanage would have above-average locks... Then again, if adventurers are investigating an orphanage, it might not be an ordinary institution!</p><p></p><p>For a quick +2 boost to lock checks get masterwork thieve's tools. Once you have the cash, consider enhancing them with a +1 magical skill bonus (if your DM will allow it) for roughly 180 GP (+1 skill bonus squared x 100 GP x 2 for non-body slot affinity magic item x 0.9 requires a specific skill to use)</p><p></p><p>Other members of the party could make helping rolls. If there is a high dex party member they could buy half a rank of open lock as a cross class skill; helping rolls are only DC 10 checks but they give the primary actor +2 to their check.</p><p></p><p>Now, there is more than one way to beat a lock. If you're willing to take some time and make some noise, you can always cut away the lock with a hacksaw, break down the door, take the chest apart at the hinges, bust the chest in, etc. "When attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength." Use tools like crowbars, hacksaws, hammers, and so on, and steer towards the rules for breaking objects (hardness and HP) and bursting containers. For example, to break down a good door is only a DC 18 str check.</p><p></p><p><a href="http://www.d20srd.org/srd/exploration.htm#breakingAndEntering" target="_blank">http://www.d20srd.org/srd/exploration.htm#breakingAndEntering</a></p></blockquote><p></p>
[QUOTE="nittanytbone, post: 2637894, member: 35709"] "Lock The DC to open a lock with the Open Lock skill depends on the lock’s quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40). " So it sounds as if the DCs are reasonable for these locks. Good locks would be DC 30. Although I'm not sure if a typical orphanage would have above-average locks... Then again, if adventurers are investigating an orphanage, it might not be an ordinary institution! For a quick +2 boost to lock checks get masterwork thieve's tools. Once you have the cash, consider enhancing them with a +1 magical skill bonus (if your DM will allow it) for roughly 180 GP (+1 skill bonus squared x 100 GP x 2 for non-body slot affinity magic item x 0.9 requires a specific skill to use) Other members of the party could make helping rolls. If there is a high dex party member they could buy half a rank of open lock as a cross class skill; helping rolls are only DC 10 checks but they give the primary actor +2 to their check. Now, there is more than one way to beat a lock. If you're willing to take some time and make some noise, you can always cut away the lock with a hacksaw, break down the door, take the chest apart at the hinges, bust the chest in, etc. "When attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength." Use tools like crowbars, hacksaws, hammers, and so on, and steer towards the rules for breaking objects (hardness and HP) and bursting containers. For example, to break down a good door is only a DC 18 str check. [url]http://www.d20srd.org/srd/exploration.htm#breakingAndEntering[/url] [/QUOTE]
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