Rule: Lock Difficulty Class
Summary |
A lock of poor quality is DC 15 with the relevant skill checks. A Basic lock requires a of DC 20 skill checks. An Average lock requires 2 successes at DC 25. A Good lock requires 3 successes at DC 30. A Greater lock requires 3 successes of DC 35 and a Master lock 4 successes at DC 35.
Picking a lock requires a successful DC in a relevant skill check (usually Disable Device. Locks requiring harder DCs must be done in succession for harder locks (at least, while the site of the lock is undisturbed). Failing a DC means another attempt must be made, while Critically Failing a DC will require starting all over and other penalties at the GM's discretion, or if the adventure calls for such (a broken, unpickable lock; a broken lockpick; explosions, etc). Critically Succeeding on a DC will skip an additional checks needed.
Lock, ... | Base DC | Attempts |
---|---|---|
Poor | 15 | 1 |
Basic | 20 | 1 |
Average | 25 | 2 |
Good | 30 | 3 |
Greater | 35 | 3 |
Master | 40 | 4 |
Adjusted Lock DCs |
Some circumstances may change a lock's DC, either due to the adventure at play, the GM, or other factors that come into play (such as the Force Open skill talent). Spellcraft and other factors may also reinforce or change the function of a lock.