Ok so i seen the new rules and though I am happy that we have a system that does not require us to actually carry lock picking tools and to pick it I have some questions / concerns.
1) As the item of the lock is created by "crete trap skill" do you require trap making or ledg to lock the item.
2) The locks that people already have in game will they be given an apporiate tag for the locks they have?
3) Seeing as it is as simple as undoing a knot tied to a lock to pick I am not sure the need for diffaculty ratings. unless you made the player draw from some sort of beed system. my example of how to redo this is below.
Basically you have locks of different ratings. say 1 - 20. A person with the ledg skill will be given 1 white bead for this skill. For every level of create trap he will be given an additional 1 white bead. In a bag to be drawn from you add total number of beads as the lock level is. so if 10 dificulty you add 10 beads. So lets say someone is picking a level 10 lock with his ledg skill and 5 levels of create trap. This would give him 6 white beads and 4 blak beads to be pulled from a bag that the marshal would carry. On a sucessfull pull of a white bead the lock opens. If a black bead you must spend 5 min in game time in order to attempt again. *could be explained that a lock broke inside and your getting the piece out whatever! This would allow for the time it would take to pick an actually hard lock verse an easy lock. The current way I see the rule is that it is no point in purchasing a high level lock when it is just a few knots that someone unties.
So comments / feedback / anyone else have an idea for locks. I would love to see this brought so that we can have the best set for this special rulling for cali people.
1) As the item of the lock is created by "crete trap skill" do you require trap making or ledg to lock the item.
2) The locks that people already have in game will they be given an apporiate tag for the locks they have?
3) Seeing as it is as simple as undoing a knot tied to a lock to pick I am not sure the need for diffaculty ratings. unless you made the player draw from some sort of beed system. my example of how to redo this is below.
Basically you have locks of different ratings. say 1 - 20. A person with the ledg skill will be given 1 white bead for this skill. For every level of create trap he will be given an additional 1 white bead. In a bag to be drawn from you add total number of beads as the lock level is. so if 10 dificulty you add 10 beads. So lets say someone is picking a level 10 lock with his ledg skill and 5 levels of create trap. This would give him 6 white beads and 4 blak beads to be pulled from a bag that the marshal would carry. On a sucessfull pull of a white bead the lock opens. If a black bead you must spend 5 min in game time in order to attempt again. *could be explained that a lock broke inside and your getting the piece out whatever! This would allow for the time it would take to pick an actually hard lock verse an easy lock. The current way I see the rule is that it is no point in purchasing a high level lock when it is just a few knots that someone unties.
So comments / feedback / anyone else have an idea for locks. I would love to see this brought so that we can have the best set for this special rulling for cali people.