Open Locks

A Thief can try to pick padlocks, finesse combination locks (if they exist), and solve puzzle locks (locks with sliding panels, hidden releases, and concealed keyholes).

Picking a padlock requires tools. Using typical thief's tools grants normal chances for success. Using improvised tools (a bit of wire, a thin dirk, a stick, etc.) imposes a penalty on the character's chance for success. The DM sets the penalty based on the situation; penalties can range from -5 for an improvised but suitable tool, to -60 for an awkward and unsuitable item (like a stick). The amount of time required to pick a lock is d10 rounds. A thief can try to pick a particular lock only once per experience level. If the attempt fails, the lock is simply too difficult for the character until he learns more about picking locks (goes up a level).

If the thief has no lockpicks or is using improvised lockpicks, this duration becomes d20 rounds. Other ways of bypassing locks take rather longer. Using a lock chisel and hammer takes one turn; metal-eating acid takes 3d6 rounds; cutting around a lock takes 2d6 turns (assuming that the door is a wooden one of average thickness cutting through a lock takes 3d6 turns. The DM may roll randomly for time needed, or may select a value within the range shown which reflects the quality and size of the lock. Size will most affect acid and cutting round a lock, whereas quality will affect cutting through a lock, as regards time needed.


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