Lockpicking
Basics
Each lock DC is rounded up to the nearest 5. Each level indicates the complexity of the lock, the minimum number of rounds required to pick it, and how many 1d6 the player must roll. Rolling even a single 1 indicates a failure and creates a complication. Characters with proficiency in Thieves' Tools can re-roll a single d6 for free.Lockpicking Table
| Lock DC | 5 | 10 | 15 | 20 | 25 | 30 |
|---|---|---|---|---|---|---|
| Need Thieves' Tools | no | no | yes | yes | yes | yes |
| Lock Complexity (pins/tumblers) | 1 | 2 | 3 | 4 | 5 | 6 |
| Rounds Required | 2 | 4 | 6 | 8 | 10 | 12 |
| Player rolls | 1d6 | 2d6 | 3d6 | 4d6 | 5d6 | 6d6 |
| Chance of inital failure | 16% | 31% | 42% | 52% | 60% | 67% |
Complications
If a character fails an attempt and is not proficient in Thieves' Tools, the lock is jammed or damaged. Any inspection will reveal that the lock has been tampered with. A character that is proficient can potentially attempt to complete unlocking the device, taking one minute to fix it with a single d6 roll. If a character fails an attempt as is proficient with Thieves' Tools, they may re-roll a single die for free. If the attempt still fails, and they have no additional sources of re-rolls, the lock is beyond their skill or understanding.
Inspired by and modified from Bob's Lockpicking Minigame by Bob World Builder.
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Rogue Benefits
Rogues get an additional re-roll for each sneak attack die, and each sneak attack re-roll adds one minute to the time required. They also have the practice and skill to unlock a device and do it quickly. They can reduce the time to unlock by a number of rounds equal to their Dexterity Modifier, to a minimum of one round.High Quality Locks
Some expensive locks have security pins. If the security pin fails, the lock jams even if the person making the attempt is proficient with Thieves' tools.Remove these ads. Join the Worldbuilders Guild



