Argh! Whilst that would actually be a solution I feel that it would not be the solution people here are craving. And meee! Although it would solve it.
The problem with that solution though, when I think about it, is that you still end up with a character who, once you've played the game a bit, even if you restarted, is able to pick any lock and a master thief just because you as a player are so good at the game.
This would work it a game like, say Thief, where your character is predefined as a thief or someone who should be able to pick locks. But in a game where we are supposedly creating unique characters... well, that's the whole point of having a stats based system in the first place.
The problem with that solution though, when I think about it, is that you still end up with a character who, once you've played the game a bit, even if you restarted, is able to pick any lock and a master thief just because you as a player are so good at the game.
This would work it a game like, say Thief, where your character is predefined as a thief or someone who should be able to pick locks. But in a game where we are supposedly creating unique characters... well, that's the whole point of having a stats based system in the first place.
I agree with you here. Maybe just make a Disintegrate "Lock" spell by X points. So my skill is 20, the lock is 25, I use my Disintegrate spell by 5pts. Now I can attempt to pick the lock. But you cannot stack the spell of course. And if you Disintegrate the lock lower than what it is needed to open it just opens, or you have to smash it open.