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General Tabletop Discussion
*Dungeons & Dragons
Meaningful Consequences of Failure for Picking Locks
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<blockquote data-quote="ClearlyTough69" data-source="post: 7070023" data-attributes="member: 6864123"><p>I like to have varying degrees of failure. The easy one is that it takes you longer, and taking longer has two very real consequences: possible random encounters, and Stealth check re-rolls. Here's the rule I use for picking locks, disarming traps, investigation and such like (tweaked for posting here).</p><p></p><p><strong>Failed Thieves' tools checks</strong></p><p>If you fail to pick a lock and you want to try again, there are consequences which depend on the difference between your Thieves' tools check result and the DC. Find the difference in this table and apply the results; you know the result immediately (for example if your Thieves' tools check fails by 2, you know that you haven't picked the lock, but that you might be able to manage it if you have another minute):</p><p></p><p><u>Difference</u> <u>Effect</u></p><p></p><p>1 next attempt takes 1 round</p><p></p><p>2 next attempt takes 1 minute</p><p></p><p>3 next attempt takes 10 minutes </p><p></p><p>4 next attempt takes 1 hour </p><p></p><p>5 tools or lock damaged (DM's choice): if tools, future Thieves' tools checks are made at disadvantage; if lock, DC to open increases by 5</p><p></p><p>6 automatic failure until you have completed a short rest, then roll a d6 and consult this table for another outcome (a second result of 6 requires you to complete another short rest).</p><p></p><p>7 tools or lock broken and useless (DM's choice)</p><p></p><p>8 automatic failure until you have completed a long rest, then roll a d8 and consult this table for another outcome (a second result of 8 requires you to complete another long rest).</p><p></p><p>9 fumble: you might have alerted other creatures to your presence: roll for random encounter to take place in 1d6-1 minutes; if you were hiding, you come out of hiding; roll d8 on this table for another effect.</p><p></p><p>10+ impossible until your Thieves' tools modifier or your Intelligence score increases permanently.</p><p></p><p></p><p><strong>Picking a lock when you are hiding</strong> </p><p>When you fail at picking a lock, subtract the amount by which you failed from your Stealth check to determine if any creature notices you at that moment, then revert to your original Stealth check result.</p></blockquote><p></p>
[QUOTE="ClearlyTough69, post: 7070023, member: 6864123"] I like to have varying degrees of failure. The easy one is that it takes you longer, and taking longer has two very real consequences: possible random encounters, and Stealth check re-rolls. Here's the rule I use for picking locks, disarming traps, investigation and such like (tweaked for posting here). [B]Failed Thieves' tools checks[/B] If you fail to pick a lock and you want to try again, there are consequences which depend on the difference between your Thieves' tools check result and the DC. Find the difference in this table and apply the results; you know the result immediately (for example if your Thieves' tools check fails by 2, you know that you haven't picked the lock, but that you might be able to manage it if you have another minute): [U]Difference[/U] [U]Effect[/U] 1 next attempt takes 1 round 2 next attempt takes 1 minute 3 next attempt takes 10 minutes 4 next attempt takes 1 hour 5 tools or lock damaged (DM's choice): if tools, future Thieves' tools checks are made at disadvantage; if lock, DC to open increases by 5 6 automatic failure until you have completed a short rest, then roll a d6 and consult this table for another outcome (a second result of 6 requires you to complete another short rest). 7 tools or lock broken and useless (DM's choice) 8 automatic failure until you have completed a long rest, then roll a d8 and consult this table for another outcome (a second result of 8 requires you to complete another long rest). 9 fumble: you might have alerted other creatures to your presence: roll for random encounter to take place in 1d6-1 minutes; if you were hiding, you come out of hiding; roll d8 on this table for another effect. 10+ impossible until your Thieves' tools modifier or your Intelligence score increases permanently. [B]Picking a lock when you are hiding[/B] When you fail at picking a lock, subtract the amount by which you failed from your Stealth check to determine if any creature notices you at that moment, then revert to your original Stealth check result. [/QUOTE]
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