retrying to open locks?


Rules Questions

Grand Lodge

PRD, Skills, Disable Device wrote:


The DC depends on how tricky the device is. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you trigger it. If you're attempting some sort of sabotage, you think the device is disabled, but it still works normally.
...
Open Locks: The DC for opening a lock depends on its quality. If you do not have a set of thieves' tools, these DCs increase by 10.
...
Try Again: Varies. You can retry checks made to disable traps if you miss the check by 4 or less. You can retry checks made to open locks.

Do locks accidentally jam if you fail by enough or can you indefinitely retry?


It's not officially part of the rules, no. However, most people I play with do use a kind of "critical fumble" where rolling a natural '1' on a disable device check does result in a broken pick or some sort of negative consequence.

Picking locks, otherwise, is just a matter of time.

Silver Crusade RPG Superstar 2014 Top 16

Taking 20 to open locks IS a part of the rules though.

CRB wrote:
Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).


Pathfinder Lost Omens Subscriber

locks explode when you fail to pick them. damn magical universe. [/joke]

Grand Lodge

Zahir ibn Mahmoud ibn Jothan wrote:

Taking 20 to open locks IS a part of the rules though.

CRB wrote:
Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

Thanks, I was just looking at that and promptly forgot about it. That makes it pretty clear that locks don't jam.


Bandw2 wrote:
locks explode when you fail to pick them. damn magical universe. [/joke]

And unerringly a wheel always rolls off into the distnce after the explosion.

Jokes aside retrying to pick a lock after a major failure is mostly up to the GM. If GM doesn't bother inventing some consequence of the failere that results in not being able to pick the lock anymore (like your last pick broke, lock jammed you set off a trap that cut your hands off or the door turns out to be open all this time) then that just means the springs jump back into place and you have to start all over again.


Pathfinder Lost Omens Subscriber
StDrake wrote:
you set off a trap that cut your hands off

omg

yeah i mostly just make it a waiting game, take 20 or try a few times to see if you can get through it. though what exactly is the time required for a lock picking check? 1 round? 2d4 rounds? a movement action? WHAT DO I MULTIPLY BY 20?


Disable Device skill wrote:
Attempting to open a lock is a full-round action.

Am I missing something?


Pathfinder Lost Omens Subscriber
Snowblind wrote:
Disable Device skill wrote:
Attempting to open a lock is a full-round action.
Am I missing something?

oh i see it, on the bare end of complex tasks.

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