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Monday, December 10, 2018

Last-Minute Keys and Locks

Ages ago, I took a Zak S. idea about random keys and adapted it into my own random keys. I think I did a couple rewrites of that, but also adapted to things like random cures for diseases. But I would like to revisit that at some point, and have come up with a simpler system.
Every key (literal or metaphoric) has one or more keywords describing it: brass key, iron dragon key, crystal goblin key. Doors, chests, and other locked items also have key words. 
When attempting to use a key to unlock a lock, roll 1d6 for every keyword that matches. Example: the red crystal key used to unlock the blue crystal door only has one matching keyword, “crystal”, so roll 1d6. 
If any of the dice results is 5+, the key fits the lock and opens it. Otherwise, it doesn’t. If the key doesn’t fit and snake eyes (double 1s) are rolled, the key breaks in the lock. 
Tougher doors, particularly those on lower dungeon levels, have more than one lock and thus need more than one key.

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3 comments:

  1. Is there a base roll of 1d6 if there are no keywords matching? else only one matching keyword wwould never break the lock but 2 matching (so more similar) keywords would

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    1. Are you talking about the snake eyes result? My inclination is to pair higher risk with higher chance of reward... so, a key with one match or even no matches has no chance of breaking, two matches has a 2.78% chance of breaking, three matches has a 7.41% chance, and four matches has 13.19% chance of breaking.

      But a more simulationist approach is possible. Perhaps I should post a follow-up on that option.

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