Originally Posted by RagnarokCzD
Well lets see ...
It fits the world,
What does this mean?

Originally Posted by RagnarokCzD
it makes more sence,
No it doesn't. Lockpicks are tools, not consumables. You don't replace a hammer every time you drive a nail in - why would you change your picks every time you pick a lock? A pick is a slightly more delicate tool than a hammer - I could see breaking one on occasion when you fail to pick a lock correctly (or if it's a fancy lock designed to destroy picks), but then you pull another pick out of your kit and get back to work. I own one set of lockpicks - not ten.

Originally Posted by RagnarokCzD
it forces us to think at least a little before act,
Again, it doesn't. Lockpicking kits are so readily available (to a really ridiculous degree) that I have never felt like there is a risk of running out of them. And that has been your argument upthread. Thus, there is effectively no cost to failing to pick a lock. The only cost right now is the weight in our inventory, which is at best an annoyance for the player rather than an interesting trade-off for the character.

Originally Posted by RagnarokCzD
it was allways working like this,
This is never a good reason to do something. When people say this, it generally means "I can't be bothered to try to make this better".

Originally Posted by RagnarokCzD
and its easier to calculate with ...
I have no idea what this is supposed to mean.