Originally Posted by Chaotica
hmmmm I see more lockpicking as an option, it makes sense to give the player the choice between opening the door with lockpick or just break it, with the difference that if someone sees you bashing the door he will become hostile to you, but if you lockpick it, the people assume you have the key and then you are allowed to enter the place same with trunks (except if of course they are the owners...)


Lockpicking is an option and the items hidden behind locks are the rewards for investing in that option.

Busting open a container or door with a weapon is fine, because the weapon takes durability damage which can be costly to repair. I personally would also like to see damaged weapons sell to vendors for less because it prevents using throw-away weapons (and selling them right before they break) as a means of bypassing the durability downside.

The big problem is magic. There is no "mana" in this game, we are free to cast a spell an infinite number of times and wear down any lock with it. That magic can be used to break open locked doors/containers is not the issue - the issue is that it can do it without the same penalty that physical weapons suffer. There is zero reason (beyond a lack of patience on the player's part) to invest in the lockpicking skill if you have access to a spell that either directly or indirectly creates damage. With enough time you can eventually cast your way through any locked obstacle.

That has to change or lockpicking becomes a joke. Why invest points into the skill when you can just pick up a spell instead (bonus: a spell is also good for things beyond bashing locks). Spellcasting should put wear on the player's staff, or something. That includes damage done by a summons.