Lock and Trap Quality
by Håvard
Lock / Trap Quality Poor Standard Advanced Expert Master Legendary Modifier +5%/+1 -/- -5%/-1 - 10%/-2 - 20%/-4 -30%/-6 Modifiers are applied to the Thief Skills, not the dice rolls. The non-percentile numbers are for those using d20 based rolls.
Pick Lock House Rules:
- Pick Lock Failure: You can try again, but you have broken a lock pick. A second attempt by the same or another Thief will result in the lock being treated as one quality level higher.
- Pick Lock Critical Failure: a roll of 96%-100 means the lock pick breaks and further attempts to pick the lock are now impossible. Penalties to the check also means the chances of critical failure are increased accordingly. A legendary lock will have critical failures on 66-00. Skills above 100% will reduce the critical failure chance accordingly.
- Lock Picks: If you haven't established how many lock picks the Thief has brought for this adventure, roll 2d4.
- Improvised Lock Picks: With the right materials and skills, the DM may allow a PC to create an improvised lock pick. These impose a -20%--50% penalty.
Remove Traps House Rules
- RT Failure: You can try again.. A second attempt by the same or another Thief will result in the lock being treated as one quality level higher.
- TR Critical Failure: Trap is sprung. Note, Thief may not necessarily be the target of the trap.