I think some have an issue with not knowing the full tool list or what kind of practice locks to look for. I see kits and practice units and the total without shipping passes the cost of an event quickly.
This is a great point and one of those points of significant consideration. The reason why we specifically do not allow several varieties of lock that are not difficult to pick (e.g., wafer locks) in order to keep down the variability in the tools required in game. Part of the goal in having a "supported lock list" is to help provide a list of useful practice locks and to keep from wasting player's time/money on unsuitable locks when they really just want to
lock up their provide protection for their barbarians.
As a general rule, you need:
- Tools that will help you pick basic warded locks.
- Tools that will help you pick basic pin-and-tumbler locks.
- Locks to practice on.
I recommend prioritizing your approach. Don't try to do
ALL THE THINGS but rather start with something basic and move from there. If your goal is to pick every diary lock (they aren't 1-pin locks, they are closer to a simple case of a warded lock) in the game then literally
all you need is the key to any of the little silver or little bronze locks in the game. If you have legerdemain then this is your key to the kingdom of diary locks, and is also why I do not like diary locks for more serious tasks. I put one of the bronze ones on my lockpick ring because it is rather convenient as a way to open any of the three categories of the diary locks we've seen in game.
Beyond that: While it is easy to spend a lot chasing tools, you don't need to. A couple of basic tools will get you there.
For warded locks you can create your own by
filing down keys of the locks you want to pick, people have also made them from a variety of other tools, but the principle is essentially the same: find the levers, turn them. You can also buy a set, which makes this easier: I use sparrows ($15), but there are others ranging from Southern Ordnance ($10, somewhat thinner) to Peterson ($30, reputation for being stronger).
As far as pin and tumbler locks go you can manufacture your own (improvised tools are a bit of a Thing™ in the locksport community, so there's quite a bit of advice on how to do this using everything from
bobby pins to
street cleaner tines). If you are looking to purchase a set (which does make your life easier if you are a beginner) then you are going to want:
- A basic set of tension wrenches (they come with most lockpick sets).
- A hook of some sort.
- A rake of some sort.
A selection here is good, but far from essential: I have four samples of the lock in question from at least 3 different lots and I can rake all of them with any of my rakes and can single pin pick all of them with both the half diamond and the standard hook. Some of them are easier to open with one tool or another (for example, one of them opens more readily to a triple peak than a worm; another one is the exact reverse), but a minimalist set will still get the job done. Avoid key extraction sets, they aren't quite the same thing. Sets run anywhere from $10 (including a pouch) to several hundred dollars, with the individual tools running between $1 and $6 or so (more for the really high end ones, but there's no need to spend that).
The hook is the more essential tool, but a rake is a great way to open a lot of locks very quickly, particularly these.
Some general guidelines:
- These locks (and most locks) are slightly stiff when you first get them, which leads to a temptation to use more force with the rakes/picks, which increases the chances of breaking the pick. Open them a few times with the key to loosen them up try to resist the temptation to force the pins (this was how I broke one of my rakes in an 4-spool-pin Abus lock). They are still pickable out of the package, but this will help smooth things out and make it easier to pick.
- Rakes get the job done quickly but require a higher luck element, hooks will teach you the mechanics of the lock.
- Tension is a lot of where I go wrong with lockpicking. Too much or too little will keep you from getting it set, so if it isn't quite working, varying the tension can sometimes get you there.
Regardless, I recommend prioritizing and choosing which set of challenges to tackle first after mastering diary locks.
It can be kind of intimidating and then you're there in the forest with a half dozen people all waiting on you to get that lock open while the night drifts on and they start slipping out of game. Yes an individual should need to practice some but I also expect the requirements to be balanced by the marshal on scene. After all, if moving on in a plot requires someone to be able to pick a 4-pin or some such and no one has that skill level on an OOG level, does the mod stop and just get dropped? Guess we'll have to see.
The general rule is: The harder the lock, the more likely it is there are other ways around it. If plot throws the Rendered Insane Lock of Insanity at you, it is because there's a way around it (a key, or maybe the non-stealthy version of the mod which will still aim to be a fun—albeit different—experience). Lockpicking becomes one of several ways through the encounter, rather than the only one (in one encounter I was on last year we had a diary lock and I hid the key in the room as part of the setup for the mod, if the PCs searched the room they could find the key tucked next to a window).
This is also why most locks can be shattered or destroyed. There may be consequences to doing so (e.g., you don't get to keep the lock as part of the loot, you can't lock the door on your way out, etc), but if speed is of the essence and you really can't field pick whatever the lock is for whatever reason (e.g., don't have a tool that will open the diary lock, which I've seen before with groups of adventurers), this will generally get you there. If it doesn't, then it is because either there is another way past it or there is some other unusual circumstance in play.
We all have trepidation concerning locks and there aren't that many locksmiths/picks out there and lock difficulty can change in just two different locks of the same make/model. So, because we aren't going out to buy the really neat old world style locks/picks, we should start from the direction of information. Thus, the question: If I was a new player, no information beyond the book, what would I need to have in a pouch to effectively take on traps and locks (or at least practice)?
Hopefully the above was useful, let me know if there's anything I left out! I really wanted more "old world"-style locks early on, unfortunately on inspection it turned out that most of those seem to have some combination of the following traits:
- Massive variation even within a single make/model.
- Requires heavy field-customization of the tools.
- Easy to break accidentally.
- High cost for reasonable quality.
So at this time I'm not comfortable really recommending any of the specific brands I've found.
Traps, on the other hand, are a completely separate beast. These are essentially mini-puzzles that you have to figure out on the fly, so there's a good list of suggested tools in the Alliance Rule Book (1.2, pg 23–24), but everyone is going to have their own favored approaches and tools.
Advanced question: How do I make that same pouch WITHOUT a single modern tool?
Are you looking for them to
look antique or
be antique?