Rethinking Lockpicking
Of all the classes, Thief receives probably the brunt of criticism regarding D&D’s early class design. I’ve even met some OD&D grognards who view the class as borderline heretical and excise the class entirely from their games, viewing it as a “forced niche.”
The point of this article is not to debate the merits of the thief class, which I believe it has - even if not mechanically, certainly archetypically - but that is a bit beyond the scope of this article. What I aim to do is focus in on a specific mechanic of the thief’s which I find the most egregious: lockpicking.
I’ve had this discussion about lockpicking in OSR games with quite a number of people, and I’d like to say I wasn’t the first to devise this concept (certainly there is probably a blog post somewhere out there which has outlined this idea), but so far I have not found it.
Anyone who has watched the LockPickingLawyer probably knows where I am going with this, and being a novice dabbler in the skill of lockpicking, I can say it’s pretty trivial. The difference between a good lockpick and a bad one is not a matter of if, but when. That is an important distinction because often the thief skills are treated as binary pass or fails like many skills, but I think this ill-suits lockpicking.
What I propose is that lockpicking as a skill should be a matter of when rather than an if. Getting the lock picked is a guarantee; the question rather becomes do you have the time? Time before someone notices or before the Dungeon Master rolls for dungeon encounters?
Lockpicking Rules⌗
Note: I used the OD&D Thief as the example, but this works just as well in B/X or AD&D.
- Lockpicking takes a base time of 10 minutes to complete
- Thieves reduce this time by 1 minute for every 10% in their Open Lock skill (e.g., a Thief with 65% Open Lock skill reduces the time by 6 minutes)
- If attacked while picking a lock, the Thief makes an Open Lock skill check:
- Success: They maintain their progress and can continue from where they left off
- Failure: They lose their progress and must restart the process
Thief Open Lock
Level | Open Lock | Time Reduction |
---|---|---|
1 | 15% | 1 Minute |
2 | 20% | 2 Minutes |
3 | 25% | 2 Minutes |
4 | 35% | 3 Minutes |
5 | 40% | 4 Minutes |
6 | 45% | 4 Minutes |
7 | 55% | 5 Minutes |
8 | 65% | 6 Minutes |
9 | 75% | 7 Minutes |
10 | 85% | 8 Minutes |
11 | 95% | 9 Minutes |
12 | 100% | 10 Minutes. |
Tools
Tools | Time |
---|---|
Improvised tools | 2X Time |
Thieves Tools | Standard |
Lighting Conditions
Lighting Condition | Time |
---|---|
Total Darkness | 3x Time |
Darkness | 2x Time |
Dim Light | 1.5x Time |
Normal Lighting | Standard |
Lock Quality
Quality | Time |
---|---|
Poor | 1/2 Time |
Standard | Standard |
Good | 2x Time |
Be Not Afraid Rules⌗
For my own game system I have Lockpick as a skill a character can pickup either at character creation or if they roll for skill increases at level up, I have the rules for that here.
- Lockpicking Base Time: 10 minutes, modified by skill and conditions.
- Skill Modifications: Each +1 in Lockpicking reduces the time by 1 minute. For example, a character with +4 in Lockpicking reduces the time by 4 minutes.
- Poor Quality Locks (e.g., Masterlocks): Can be instantly opened by using a waverack or by striking the lock. (A roll of 1-2 out of 6 opens the lock when hit.)