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Meaningful Consequences of Failure for Picking Locks
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<blockquote data-quote="SheWantstheD&amp;D" data-source="post: 7069752" data-attributes="member: 6874715"><p>Hi there,</p><p></p><p>I pick locks as a hobby (got hooked at a local con's lockpick village). Realistically speaking, if you fail once you can keep trying until you get it most of the time. Unless you're working with something abnormally complicated (or have really crappy/cheap tools) your tools won't just break like in Skyrim. And if they do you might as well move on because that means there's a piece of metal stuck in it. No more tries (possible great consequence for a critical fumble). What <em>will</em> happen with a tumbler lock, though, is that the lock will gradually wear down. You damage the lock <em>every single time</em> you pick it. Eventually the tumblers will become so loose that it might not open at all, or (more likely) will open with one good bump. That takes a lot of trying though. A lot of very lazy lock pickers will just use a rake and saw it back and forth in the lock until it gives. It takes a lot of dexterity and patience to pick a lock. </p><p></p><p>So a consequence there could be that they bust the lock. Using time and noise as a consequence is also a good way to introduce encounters, as suggested above. You might also consider frustration as an effect. The more they fail the more frustrated they get, incurring a -1 to their roll until they take a break or do something to calm down, etc.</p></blockquote><p></p>
[QUOTE="SheWantstheD&D, post: 7069752, member: 6874715"] Hi there, I pick locks as a hobby (got hooked at a local con's lockpick village). Realistically speaking, if you fail once you can keep trying until you get it most of the time. Unless you're working with something abnormally complicated (or have really crappy/cheap tools) your tools won't just break like in Skyrim. And if they do you might as well move on because that means there's a piece of metal stuck in it. No more tries (possible great consequence for a critical fumble). What [I]will[/I] happen with a tumbler lock, though, is that the lock will gradually wear down. You damage the lock [I]every single time[/I] you pick it. Eventually the tumblers will become so loose that it might not open at all, or (more likely) will open with one good bump. That takes a lot of trying though. A lot of very lazy lock pickers will just use a rake and saw it back and forth in the lock until it gives. It takes a lot of dexterity and patience to pick a lock. So a consequence there could be that they bust the lock. Using time and noise as a consequence is also a good way to introduce encounters, as suggested above. You might also consider frustration as an effect. The more they fail the more frustrated they get, incurring a -1 to their roll until they take a break or do something to calm down, etc. [/QUOTE]
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