And a "standard lock" has an Open Lock DC of 25, so most people require some talent or skill and the right tools for the job to succeed.Doom wrote:Under the no roll system, a skill of 1 means you can pick every single DC 21 lock in the world in 2 minutes, guaranteed.
Yes, when you set the DC for a task where Take 20 is possible, you have declared in advance whether or not the party can succeed, unless they pull more modifiers out of their asses (through Aid Another checks, spellcasting, or whatever).Suppose I'm making a dungeon (it happens), and I reckon a player will have about a +5 to lockpicking (it happens). I set a lock in a wall, opening up access to some minor treasure, not a big part of the game (it happens).
*stuff about four options for setting the DC*
But so what? The fact is that if they can't pick the lock for some reason, your players are going to find some other way to get through the door. At low levels they might just batter it down; at higher levels they're going to phase through it or cast passwall or something.
If you want your players to have a chance to earn a reward that is greater than zero but less than one-hundred, and you want them to have to use a skill to earn that reward, you need to make sure that either that skill is explicitly retry: no or you need to provide some logical consequences for failure that prevent them from trying again. You can't just tell them "well, you failed to pick the lock, so you can never open this door," because they're going to find some other way to get through if they really want to find out what's on the other side.
If a player tries to do something and fails, and they could plausibly try again and succeed on a subsequent attempt, you need to have a good justification for why they can't try again rather than just cockblocking them.