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#15 |
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Join Date: May 2024
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For lockpicking I use a rule that a character lacking the talent rolls twice as many dice - minimum two dice extra. Which is important because some locks (actual or nominal) in my game really do have a base of 1 die or less.
A character with a "hobby" level of lockpicking (1/4 point) rolls one less die after doubling. Thus for a 3 die lock, an unskilled character rolls 6 dice and and character with only the hobby talent rolls 5 dice. Now getting back to that "1 die or less," 1 die (3 dice for the unskilled) is the simplest "real" lock zero dice (2 dice for the unskilled) is a tricky latch, or a lock that's still tricky to open with the key -1 (negative one) die is the standard base "lockpicking" roll for a latched but unlocked closure, or a standard locked closure when you have the key/know the combination. This becomes 1 die for the unskilled and comes into play with such things as "open the lock with your hands tied behind you" or "has the form of an animal, without hands." -2 dice is an unlatched door, bead curtain, etc. -3 dice is an open doorway. For certain other talents (e.g. climbing) I use a similar system. Yet other talents have their own peculiar quirks, like others have noted above.
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I was denied tenure at IOU. |
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