Lock/Trap Quality | Open 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Shoddy | +10% | Very poor quality; bad worksmanship, cheap materials and outdated technology. 1-15% chance of device being this quality.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Poor | +5% | Poor quality; bad workmanship, cheap materials or outdated tech. 16-40% chance of device being of this quality. |
Average | 0 | Average 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)