Lock Picking
source: Lockpickery - Bob the Worldbuilder
To use Lockpickery at your table:
- Round your locks' DCs to the nearest 5 (e.g. a DC 13 lock becomes DC 15).
As usual, a higher DC represents a more challenging and complex lock, but this tiered DC also determines a few other factors according to the Lockpickery table. - Based on the rounded lock DC, use the table to determine:
- whether or not thieves' tools are required to pick the lock,
- the minimum number of rounds required to pick it,
- the total number of d6s used for the player's lockpicking roll. _For example, a DC 15 lock requires the character to use thieves' tools, requires three rounds of picking, and its lockpicking roll is 6d6. _
Lockpickery table
Lock DC (Rounded) | Lock Complexity | Thieves' Tools Requirement | Rounds (Combat) Requirement | Lock- Picking Roll |
---|---|---|---|---|
5 | 1 | No | 1 | 2d6 |
10 | 2 | No | 2 | 4d6 |
15 | 3 | Yes | 3 | 6d6 |
20 | 4 | Yes | 4 | 8d6 |
25 | 5 | Yes | 5 | 10d6 |
30 | 6 | Yes | 6 | 12d6 |
The Lockpicking Roll
The result of the lockpicking roll determines whether a character succeeds or fails at their lockpicking attempt.
The player makes their lockpicking roll by rolling all of the d6s at once, or by rolling 2d6 per round during combat. In either case, the rounds required to complete the attempt is based on the lock's DC.
- If the player completes their lockpicking roll without rolling any 1s, their character successfully picks the lock.
- If the player rolls a 1 during their lockpicking roll, their character fails and the lock resets.
…But Thieves Cheat
Any character with proficiency in thieves' tools can reroll a number of 1s equal to their proficiency bonus to avoid failing their lockpicking roll. Furthermore, characters with expertise in thieves' tools can reroll a number of 1s equal to double their proficiency bonus.
That's too easy/hard
Ways to make lockpickery more or less challenging:
- recommended: any failure may result in signs of tampering such as noticeable scratch marks, a lodged lock pick, or a jammed lock.
- replace the d6s with d4s or d8s for a higher or lower probability of failure, respectively.
- each reroll used may add one required round of picking.
- in a dungeon or any environment with many locks, only a short period of rest may be required to regain expended rerolls.