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Old 07-20-2010, 04:15 PM   #21
sir_pudding
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Default Re: REALLY Difficult Locks

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Originally Posted by Anthony View Post
That's not the prototype rule; that's assuming you have contact with a higher tech society where you can simply buy stuff.
Fair enough.
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Old 07-20-2010, 06:24 PM   #22
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Default Re: REALLY Difficult Locks

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Originally Posted by Anthony View Post
Realistically, high end locks are just unpickable, rather than having a lockpicking penalty, unless lockpicking is assumed to include more intrusive techniques such as using a drill.
Lockpicking does include safecracking, right?, so drills, acids, files, dynamite and C4 are all part of a lockpicker's skillset by TL.
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Old 07-20-2010, 06:35 PM   #23
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Default Re: REALLY Difficult Locks

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Lockpicking does include safecracking, right?, so drills, acids, files, dynamite and C4 are all part of a lockpicker's skillset by TL.
All "subtle" methods of breaking into the safe count. Dynamite and C4 would be the domain of Explosives.
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Old 07-20-2010, 06:39 PM   #24
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Default Re: REALLY Difficult Locks

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Originally Posted by lexington View Post
All "subtle" methods of breaking into the safe count. Dynamite and C4 would be the domain of Explosives.
What about Magnesium powder?
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Old 07-20-2010, 06:44 PM   #25
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Default Re: REALLY Difficult Locks

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Originally Posted by Ze'Manel Cunha View Post
Lockpicking does include safecracking, right?, so drills, acids, files, dynamite and C4 are all part of a lockpicker's skillset by TL.
I have no problem with considering those to be a part of a lockpicker's skill set, but in the end 'open the lock without damaging it' and 'open the lock by leaving a gaping hole where the lock used to be' are different tasks and should have different difficulty modifiers. The first is often functionally impossible; the second is almost always possible.
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Old 07-20-2010, 06:47 PM   #26
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Default Re: REALLY Difficult Locks

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Originally Posted by lexington View Post
All "subtle" methods of breaking into the safe count. Dynamite and C4 would be the domain of Explosives.
Quote:
Originally Posted by Anthony View Post
I have no problem with considering those to be a part of a lockpicker's skill set, but in the end 'open the lock without damaging it' and 'open the lock by leaving a gaping hole where the lock used to be' are different tasks and should have different difficulty modifiers. The first is often functionally impossible; the second is almost always possible.
But in GURPS safecracking is a specialization of lockpicking, not explosives, right?
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Old 07-20-2010, 07:00 PM   #27
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Default Re: REALLY Difficult Locks

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Originally Posted by Ze'Manel Cunha View Post
But in GURPS safecracking is a specialization of lockpicking, not explosives, right?
Yes, it's mentioned in the skill description that safe cracking is part of Lockpicking but High-Tech makes it clear that you need Explosives to blast open a safe.
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Old 07-21-2010, 12:55 PM   #28
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Default Re: REALLY Difficult Locks

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Originally Posted by DanHoward View Post
There was a Pyramid article called Lockwork that had a whole section on safecracking.
Does anyone remember this issue and whether or not its still available?

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Old 07-22-2010, 11:20 PM   #29
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Default Re: REALLY Difficult Locks

Thanks for the input folks!

Ill do it like this.

Exponential +0 Up to +10.
Linear up to 0 to -15.

Not as mathematically convenient as I might like, but I like the fit better.

For -20 'Prototype or Revolutionary' is almost exactly what TL+1 means anyway, so Ill take the -15 cost and Dub it to x100.

That means, in adjusted dollars, a revolutionary Depository runs about 30mil, or about 3x what ALL of Fort Knox (US Bullion Depository) Cost in adjusted Dollars (560k=>10 mil). A bit high, but serviceable.

The lockpicking question is an interesting one, and Ive been rolling it around in my head for a bit. As of now, I think Im going to cap it at +2 for fine as per the RAW. I, of course, reserve the right tro provide higher ones though magical means or picks of singularly specific use.

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p.s. Final Table in Next post
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Old 07-22-2010, 11:42 PM   #30
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Default Re: REALLY Difficult Locks

Difficulty to Cost Table For Locks

+- is the modifier to skill for the complexity of the lock.

Note that weak locks cannot exceed -5 difficulty.

Code:
+-  Cost Multiplier
10   .25
 9   .35
 8   .45
 7   .60
 6   .80
 5   1
 4   1.5
 3   2
 2   2.5
 1   3.5
 0   5 
-1   8
-2   11
-3   14
-4   17
-5   20
-6   23
-7   26
-8   29
-9   32
-10  35
-11  38
-12  41
-13  44
-14  47
-15  50
-20  100
Complexity Comparisons

+10: Diaries, Bathroom Doors and other trivialities.
+5 : High School Padlocks, Kid's Bicycle Chain locks
+0 : Residential, Automobile Doors.
-5 : Fine Locks - Personal/Small Buisness Assets
-10: Very Fine - Corporate Assets (Formula for Coke, KFC, WD-40, Slick 50)
-15: Exceptional - Government Assets (Weapon Designs, Installation Blueprints, High Profile Dossiers, Launch Codes)
-20 : Protoype and New invention locks (Essentially TL+1)

Nymdok

Last edited by Nymdok; 07-30-2010 at 02:22 PM.
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