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Lockpicking Update

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meg

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Evening, LoTC!

 

We’ve recently revised our system for lockpicking, as well as chest thievery. The new system is as follows.

 

General

 

A GM must be present for all attempts at picking a lock.

 

After emoting the attempt, the player must use /roll 20. The result will determine success.

 

Players may use named ‘Lockpick’ items in their attempts to breach doors and chests, and doing so will lower the required roll to succeed.

 

Of any given group, only 3 members of it may attempt to pick any given lock.

 

A player may pick 3 separate locks (as an example, two doors and then a chest) with three attempts per.

 

Lockpicks

 

Lockpicks will be custom-named items purchasable from shops for a small price. At first, the shop will be found within the vicinity of the Cloud Temple. Settlement owners may have one such shop placed in their settlement by contacting the staff.

 

When picking a lock, the overseeing GM will take one pick from the player per failed attempt.

 

If the player does not have the shop-bought lockpick on them, they must meet the rolls for ‘lock breaking’ to succeed.

 

Doors

 

If a player wishes to bypass a door, the following rolls must be met.

 

Lockpicking  

Wooden Door - 10 or higher.

Iron Door - 15 or higher.

 

Lock Breaking

Wooden Door - 17 or higher.

Iron Door - 19 or higher.

 

Chests

 

Chests may only be picked in search of specific role-play items, such as books or special named items (An example being a specially named sword).

 

Before picking a chest, the player must inform the overseeing GM as to what they are looking for.

 

Materials such as Iron, Logs, etcetera may not be stolen. Nor may armor or weapons without specific rp background (Such as the aforementioned specially named sword).

 

Once the GM has been told which specific item is being sought, players may emote to attempt to pick or break the lock. If this is successful, the GM will check the chest for the item sought. If it is present, it will be removed from the chest and given to the players. Players will not be given access to these chests.

 

Chest rolls are as follows.

 

Lockpicking - 15 or higher.

 

Lockbreaking - 17 or higher. A roll below 5 will result in the lock being too damaged to open, and subsequent attempts being barred.

 

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Slowly but surely getting back to chest stealing huh? I like it.

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Welp time to hide things below ground or behind dozens of doors.

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Needing to know what you're looking for seems a little iffy. 

 

Why can a thief not steal in hope of finding something useful? 

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Time to make unbreachable vaults then.

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Needing to know what you're looking for seems a little iffy. 

 

Why can a thief not steal in hope of finding something useful? 

I can only agree. A thief wouldn't leave iron be, or any valuable stuff. Not every thief knows what they're looking for.

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Welp there goes my lwc way of protection. Time for craft book doors! :l

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I love that lockpicking chests are back and all, but I thought RP items pretty much meant anything but materials, like weapons, armor, diamonds ( I know diamonds are sort of materials but thought it might be more realistic for a burglar to steal some diamonds than blocks of heavy iron ) and so on. Sort of makes it that you either have to know someone has a very specific item(s) or making it so that you'll be very lucky to even stumble upon a potentially robbable chest.

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Add it to tinkerers post at legendary or something

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The stipulation of only being able to steal what you already know is in the chest or in the "vault" pretty much narrows that scope of RP down to really really specific situations. Also, what good is any named item to most players past a weapon, and how many named weapons are even out there? What is the point of these limitations?

 

Let thieves try to gain access to whatever they want, looking for whatever they want like it normally is for real thieves. This is a game where things like Iron/gold/diamond are very valuable and would be like leaving bags of money behind. There are products that take skill levels and ungodly amounts of time to craft that are for sure valuable to the thief or the contractor of said thief who could not afford or craft said items otherwise. Who pick pockets a person and steals their lucky clover but leaves the cash and credit cards? Who goes through the trouble of breaking into someones home and goes straight for the dude's grandma's special ring but leaves the TVs, Computers, box of none sentimental jewelry, gun box, kitchen set, etc.

 

The older ruling that the thief could only take out about 50% of the chests contents seemed alright. The thief would have to deliberate to themselves what was valuable to take and then be on their way. This did not leave the victim totally bankrupt but still seemed plausible in a game play and RP sense. It doesn't have to be 50%, any reasonable percentage monitored by the already required GM is fine. The current rule of only being able to successfully get through three locks is a good equalizer, added in with the fact that only three people can even attempt in a party, leading to a total of 9 success, which by the odds are not even likely to happen unless the party has carried with them ample picks- and true we do not know what their listing price will be in game but as it stands they aren't worth their price if all they can muster you are a few items that barely have a market.

 

This new rule is fine minus the required prior knowledge of a named item and restriction of theft to only that item if it is even found. I hope what I have said is at the very least considered.

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I agree with Throdo, but I want the staff team to know that craftbook doors everywhere are going to look like ****. -1

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