@idea from Drake
There needs to be a way to check your look place, and it should clear itself when you die.
|j||Fengshui||14m||http://www.amazon.com/dp/B00M0DV5IQ <- My Book|
|-||Kiwi||1m||I guess there's always something killing me.|
|-||RheaGhe||1s||Something about butts.|
|-||Diani||23s||sketchy girls and lipstick boys 0/|
|a||Glitch||48m||I am the one who puppets.|
|-||Marioanius||4m||Hamilton wrote, the other 51!|
|-||Napoleon||56s||Bad bish is bad.|
|j||Johnny||1m||New Code Written Nightly. Not a GM.|
|j||Kwisatz||1d||Definitely not a GM.|
|And 29 more hiding and/or disguised|
Hm. �I think lockpicking should be brought back. �Though I know it was removed due to abuse, I think that if implemented right it could work wonderfully. �Maybe make it harder to pick locks than it was before? �Or have higher security than just a doorway for areas that would make sense. �Like guards and stuff. �Just an idea.
And yes, lockpicking tools would be cool. �perhaps a belt that you could keep them in, too? �It'd be used like a holster, but it would only work for stuff related to lockpicking.
(Edited by Aikao at 2:38 pm on Dec. 23, 2002)
Additionally, if you get your head out of your ass, you'd remember that the game is character based, NOT stat/skill based.
You specify your stats/skills according to what your character IS, not what you can actually do according to coded support. There will ALWAYS be stats/skills that don't have much purpose, but you better damn well have them if you expect a GM to let you do X in a plot driven storyline.
Lockpicking *could* be balanced, I figure...by simple logic!
Your basic lockpick set, used for conventional locks, has *how* many picks? A dozen? Imagine the rarety of a set, and the cost, and the encumbrance - not to mention high illegality. And that's just for simple (and rare!) mechanical locks.
Then you have your keypad locks...what kind of kit would you need to crack one of those? How many tens of thousands would an illegal kit run you? You much would all the tools weigh? Not to mention, what happens if you fail your roll? Automatic shutdown of the keypad system for a few hours? Electrocution? Alarm? Worse?
And then, finally, retinal scanners. How do you spoof one of those short of killing one of the people authorized for it and using their eyeball? What kind of hundred-thousand chyen tools would one need? What would happen if you were to fail? What happens if a Judge sees you with one of those kits?
Then there's difficulty in succeeding in the first place...and maybe one would leave genetic data on the door?
In any event, I think it'd be neat if lockpicking was in, but with heavy, heavy restrictions and consequences.
My 2 cents, CDN.
I probably have a unique perspective from some of the other players on this issue, since I have actually had an electronic lockpick and used it lots of times, until Bishop the pain removed them from the game and then promised to have a new system running within a couple of months (it's now almost two years later mind you), they -were- abused, and they were -damn- hard to get ahold of, and really expensive..ah, those were the days, I actually got hired by a player to use it a few times too.