Thomas Shey
Legend
As of the 3e era, you could just Take 20 on it unless failure had some other consequence or you were strapped for time, as I recall.
I've always thought of failure at lock picking as "You need to go find the key.""Failure" meaning failing to pick the lock has always been the most boring outcome for that kind of skill roll. Making too much noise, taking too long, setting off a hidden trap; lockpicking has always been one of the best test cases for "success" and "success, but..." as outcomes.
Or a hammer.I've always thought of failure at lock picking as "You need to go find the key."
I've always thought of failure at lock picking as "You need to go find the key."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.