18 March 2017

Lock and Trap qualities

Editor's Note: This is another slightly edited and cleaned up post from the blog archive, by original blog owner Rich Trickey, aka chatdemon.

I like to give some variety to locks and traps, to make things a little more interesting than the old "ok, roll to unlock/disarm it". While intricate detail of the workings of the device is overkill in most cases, I found that a simple system to differentiate the quality of various devices doesn't slow things down too much. Here's what I came up with.

Lock/Trap QualityOpen Locks and Remove Trap Adj.Notes and probability
Shoddy+10%Very poor quality; bad worksmanship, cheap materials and outdated technology. 1-15% chance of device being this quality.
Poor+5%Poor quality; bad workmanship, cheap materials or outdated tech. 16-40% chance of device being of this quality.
Average0Average quality. 41-75% of device being of this quality.
Good-10%Good quality. High quality materials used. 76-90% of device being of this quality.
Excellent-20%Very good quality. Excellent materials, workmanship or innovative tech. 91-98% chance of device being of this quality.
Peerless-40%Exceptional quality. Excellent materials, workmanship and innovative tech. 99-00% chance of device being of this quality.

I also added a set of higher quality thieves picks and tools to the equipment list. The "Peerless thieves picks and tools" cost 250gp, but grant a 10% bonus to all OL/RT checks made by the thief using them.

In addition, I came up with a system allowing for multiple attempts at picking a single lock. By the book, if the thief fails the first attempt, he must wait until he gains another experience level before attempting it again. This is a little unreasonable, in my opinion.

I rule that the first attempt at picking a lock takes 1d4 minutes. Each subsequent attempt is made at a -10% (cumulative) chance of success, and takes an additional 1d6 minutes (so, the first attempt is 1d4 minutes, the second is 1d4+1d6 minutes, the third is 1d4+2d6 minutes, etc)

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