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General Tabletop Discussion
*Dungeons & Dragons
Meaningful Consequences of Failure for Picking Locks
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<blockquote data-quote="Prakriti" data-source="post: 7069645" data-attributes="member: 6855149"><p>This is probably what I'll end up doing. In the Sunless Citadel, for example, most of the doors are wooden, so they can easily be forced open or broken down if lockpicking doesn't work. The way I see it, the party has three tiers of options, from best to worst: </p><p></p><p>Tier 1. <strong>Thieves' tools</strong>. The rogue successfully picks the lock. This is the quietest and easiest method.</p><p>Tier 2. <strong>Strength (Athletics)</strong>. The brawny characters attempt to force open the door. Every attempt is noisy and results in a wandering monster check. The DCs are low enough to succeed in 1-2 attempts on average.</p><p>Tier 3. <strong>Damage</strong>. The characters decide to destroy the door by attacking it. Every attack is noisy and results in a wandering monster check. The door has enough hit points to withstand 3-5 attacks on average.</p><p></p><p>This is all assuming that the party wants to go through the door in the first place. They can always just ignore it or find the key (all the locked doors in Sunless Citadel are shortcuts or secret areas, so they're not necessary to progression).</p><p></p><p>Also I'll probably incorporate the idea that the thieves' tools are damaged if the check fails by 5 or 10. The first time it happens, the tools are damaged and have disadvantage on all future checks; the second time, they break. Just to keep things interesting, I might add other options and turn it into a table, like so: </p><p></p><p>Lockpicking fails by 5-10: </p><p>01-50 - the tools are damaged; already damaged tools break. </p><p>51-75 - the door's lock is mangled; any future attempts to unlock it have disadvantage. </p><p>76-100 - the character accidentally drops a tool, which clatters to the floor. Make a wandering monsters check.</p></blockquote><p></p>
[QUOTE="Prakriti, post: 7069645, member: 6855149"] This is probably what I'll end up doing. In the Sunless Citadel, for example, most of the doors are wooden, so they can easily be forced open or broken down if lockpicking doesn't work. The way I see it, the party has three tiers of options, from best to worst: Tier 1. [B]Thieves' tools[/B]. The rogue successfully picks the lock. This is the quietest and easiest method. Tier 2. [B]Strength (Athletics)[/B]. The brawny characters attempt to force open the door. Every attempt is noisy and results in a wandering monster check. The DCs are low enough to succeed in 1-2 attempts on average. Tier 3. [B]Damage[/B]. The characters decide to destroy the door by attacking it. Every attack is noisy and results in a wandering monster check. The door has enough hit points to withstand 3-5 attacks on average. This is all assuming that the party wants to go through the door in the first place. They can always just ignore it or find the key (all the locked doors in Sunless Citadel are shortcuts or secret areas, so they're not necessary to progression). Also I'll probably incorporate the idea that the thieves' tools are damaged if the check fails by 5 or 10. The first time it happens, the tools are damaged and have disadvantage on all future checks; the second time, they break. Just to keep things interesting, I might add other options and turn it into a table, like so: Lockpicking fails by 5-10: 01-50 - the tools are damaged; already damaged tools break. 51-75 - the door's lock is mangled; any future attempts to unlock it have disadvantage. 76-100 - the character accidentally drops a tool, which clatters to the floor. Make a wandering monsters check. [/QUOTE]
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