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Dan @StayOnYourCouch

Optional Lock Picking Rules



 I’ve never been happy with the way lock picking is played in D&D. Most of the time, it’s a series of dice rolls that don’t matter. Take for instance this scene:


Player “I check for traps.”

GM “Go head and roll. Ok you find a trap.”

Player “I disarm the trap.”

GM “Roll to disarm. Ok,  it’s disarmed.”

Player “I pick the lock.”

GM “Roll to pick the lock. Hm, looks like you failed.”

Player “I try again.”

GM “Give me another roll. You passed this time. The lock is now open.”


How many times have you watched this basic scene play out at your table? There are no real stakes. There’s no drama. Many GMs will allow the party to try and try again until they open the lock. Often times requiring the party to open the lock in order to progress the plot.


Having the party’s progress tied to a single roll can be dramatic, but also frustrating if it fails. Should something as simple as opening a locked door really be tied to a single roll? But if they can roll until they succeed, what’s the point?


Below are two alternative methods for handling lock picking. I’ve used these methods in my own games and my players have found them more fun and meaningful.


Optional rules for lock picking

When a character prepares to pick a lock, there is no need to check for traps or disarm traps. All checks are rolled into a single lock picking check. These back to back rolls (looking for traps, disarming traps and picking the lock) are redundant and unnecessary.



Option 1

If the character succeeds, the lock is picked and any traps present are discovered and disarmed.


If they fail the roll, the player is offered a choice to open the lock, but with a penalty. The GM will decide the penalty based on the situation. Choose from the list below or create your own.


1. While working the lock, the character discovers a trap they are unable to disarm. They don’t know the nature of the trap. The character then has the option to walk away at this point or open the lock and spring the trap.


2. While lock picking, they discover an anti-tamper device in the lock. They can’t find a way around it. Opening the lock will cause damage to their tools. They can walk away at this point or open the lock and allow their tools to be damaged. Until the tools are repaired or replaced, future lock picking will be done with one of the following options. Consider starting with the first option but have the tools deteriorate with continued use.


- A negative 3 penalty to lock picking rolls

- Disadvantage on lock picking rolls

- The picks are too badly damaged and can no longer be used for lock picking.


3. The character is unable to open the lock with finesse. More force is required. Using a small hammer and chisel, the character can break the lock. This will make a loud noise. Also, the damage to the lock will be visible to anyone passing by later. Both can bring unwanted attention to the party.


4. The lock is proving exceptionally difficult. The character will be able to pick the lock, but it will take 15 minutes because it requires several attempts. During this time the group is vulnerable to anyone patrolling the area.



Option 2


Alternatively, you can declare that a lock is always pickable, but link the skill check to how quickly it is accomplished.


- A high roll could mean it is opened within 30 seconds.

- A mid roll could mean it is opened in 2 minutes.

- A low roll could mean a 10 minute delay or longer.


This works best if the party is under some time pressure. Are they breaking in to somewhere that has regular guard patrols? Or a dungeon with wandering monsters? The GM could make a second roll to see if anyone comes along while the lock pick is in progress. The longer it takes, the higher the possibility of discovery. For example:


- A high lock pick roll could mean a 5% chance of encountering a guard on patrol.

- A mid roll could mean a 25 % chance of encountering the guard.

- A low roll could mean a 50 % chance of encountering the guard.


This can add extra pressure to each lock pick check. How much risk are they willing to take while trying to break through a door?



Written by Dan @StayOnYourCouch



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