The art of lock-picking, a staple of the dungeon delve, has long stood as a silent guardian to treasure and trial alike. Yet, in its traditional form, it has oft been a mere footnote in the grander saga.
Seeking to infuse this quiet craft with the excitement of Hollywood, we turn to the silver screen’s portrayal of safecrackers, whose deft hands and careful skill captivate audiences. It is this very thrill—a blend of tension, strategy, and the collective breath of onlookers—we aim to emulate. Each roll, a stroke of the pick; each number, a tumbling pin within the lock’s heart. Here, every participant becomes an active architect of destiny, their choices and counsel shaping their future.
The Tools of the Trade
Gone are the days when only a select few could attempt to open a stubborn lock. Now, any member of your party may wield the tools necessary to bypass these barriers. Be it with a Makeshift Lock Pick, a Standard Lock Pick, or the refined Thieves’ Tools (the latter requiring proper training), each adventurer has the potential to unlock secrets hidden behind the most daunting of doors.
The Challenge of the Dice
Success is no longer a mere target roll away; it is a strategic endeavor. Adventurers will roll a pool of five six-sided dice (5d6), seeking combinations akin to the famed game of Yahtzee. The number of attempts within a standard ten-minute turn varies by the quality of the tools: a Makeshift Pick allows but one roll, Standard Lock Picks afford two, and Thieves’ Tools grant three.
The Hierarchy of Difficulty
Locks are not created equal, and neither are the challenges they present. The simplest of mechanisms may yield to a mere three-of-a-kind, while more complex locks demand a four-of-a-kind, a full house, or even a straight. The most intricate and complex locks, however, require the elusive five of a kind—a true test of fortune and dexterity.
The Passage of Time
As adventurers engage with the lock, time does not stand still. Mundane locks allow for continuous attempts, though each passing moment brings potential peril as the Dungeon Master rolls for random encounters and the flickering of torches threatens darkness. Magical locks are less forgiving, adhering to the thrice-rolled rule of Yahtzee before a reset is necessitated.
The Resource of Reliability
Should the Dungeon Master wish, lock picks themselves can become a resource as vital as arrows or rations. The d6 pool for makeshift picks begins with four, standard picks with five, and Thieves’ Tools with six. Failure to pick the lock within three attempts results in the loss of a die, with replenishment awaiting back in the safety of civilization.
The Thrill of the Attempt
This new system injects tension into every attempt at lock-picking. No longer a passive action, it becomes a collaborative effort where fellow players advise on which dice to keep and which to cast again. With the rules of Yahtzee familiar to many, this mechanic is easily grasped and adds a layer of excitement to the classic dungeon crawl.
Here are the rules of this method written in bullet form for easier printing and saving to your homebrew rules document:
Picking Locks
Any player can pick locks using either a makeshift lock pick, a standard lock pick, or thieves tools (however this requires training to utilize as anything other than a standard lock pick).
Players will roll 5d6 to achieve Yahtzee scores to open the lock. The harder the lock the harder the score required ranging from three of a kind, to four of a kind, to a full house, small straight, large straight, and hardest being a five of a kind.
Normal locks do not require the 5d6 to be reset after three rolls like in traditional Yahtzee however magic locks do.
Time passes as players attempt to pick the lock. If you are using a mundane pick then each time you roll dice a full turn passes, with standard lock picks you get two rolls per turn and if you are trained and are using thieves’ tools you get three rolls. DM will do wandering monster and torch checks as per normal rules.
Optional Rules: A makeshift lock pick starts with 4d6, a standard lock pick starts with 5d6, and thieves tools start with 6d6. Every three rolls if the lock is not opened then you lose 1d6 (to a minimum of 3d6) from the pool and it can’t be replenished until you get back to town.