I second this.
But do not use modern screw driver, but something similar.
You should see your lock pick while it is going to break, like in Fallout.
Like in Fallout, the range where the lock can be opened, can be narrower, depending on the lock's difficulty setting, and the player character's security skill level.
You can try it for a few times and if you can not find the range in the mean time, the pick breaks, so it depends on your skill level and a bit of luck.
But on the other hand, if the range gets smaller than a specific range, i.e. the lock level get to hard related to our skill level, then we can get the message that this lock is too hard for us to tackle.
Sounds like a great system to me. I definitely preferred Fallout's minigame to Oblivion's. Felt more realistic and also provided a nice balance of relying on PC skill level, player skill, and luck. Though personally I don't like the option of forcing a lock; it's ultimately just a way to bypass the minigame IMO. The way I look at it, if I am going to pick a lock, I want whatever is on the other side of that door. That means I'm not going to risk losing it by jamming the lock, especially if that is determined by a dice roll. So I'm either going to play the minigame, or I'm going to save my game right before I attempt to force the lock and reload if I fail...
Basically, forcing the lock ceases to be a gamble because of the ability to save anywhere. To me personally, I'd rather just play the minigame than bypass it or risk being locked out, so I don't see the point of using the "force lock" option.
The system as it is now is just fine if you make it impossible to unlock hard locks with security skill 25.
And it should be easier to unlock those locks you accually can open.
Hmm.. Lockpicks should also be rarer, no fence should have 100 of them, maybe 20 max.
Why should lock picks be rare? If anything I feel they should be fairly easy to come by. I imagine they're extremely easy to produce, so anyone who makes them would just make them in bulk. Making them rare/expensive makes little sense because it implies that someone has a monopoly over the lock pick market in Skyrim, which would be extremely odd for something so cheap and simple to make, with such a specific target demographic.
I also hope they do away with the idea of an unbreakable pick. That broke the entire security skill.