» Fri Feb 18, 2011 10:36 pm
It either has to be threshold or it has to be so that you can't quit or retry without loosing the pick, or locking would have no purpose anymore. Going for the "can't quit or retry without loosing the pick", I'm thinking:
* Pretty much the same as fallout, but instead of retries and everlasting picks you get:
* Quality of pick determines how many attempts you get.
* Skill and lock difficulty highlights a probability zone.
So with a lot of skill, even on a complex lock and a rotten pick, you can pretty much nail the lock on first attempt.
Without skill, a complex lock may show a broad probability zone, so prepare to spend picks to get it.
As for bashing locks, I don't know. Sounds a bit too easy. Maybe as a leveled perk, where you may need 5 levels to break the highest locks? It's quite the sacrifice, but would feel more natural: You may be able to break the small jewelery chest, have problems with a grandfathers treasure chest, and impossible to bash a vault. The same could go for bashing down doors. Another sacrifice would be that by bashing you would destroy it, so you couldn't lock it again, which might be a nice tactic (in was in Daggerfall as a spell) to avoid problems.