...You see, I think rolling the dice based on statistics to see if a character can pick a lock is perfectly valid - if you are playing a pen-and-pencil game. Then the success or failure of the roll can represent any number of things, and it is up to who ever is running the game whether or not it makes sense for you to be able to try again. Or you can just say, "My character is going to keep working on this lock until they get in - even if it takes all day." The GM can do a time skip (possibly based on a dice roll) and everyone is happy.
I was thinking about that (in a way) just before I logged in... I was wondering to myself if the PC could work on the lock in a continual attempt to open it. (rolling a skill check every 5 seconds) until the player "canceled" the action... and then just advance the game time 5 minutes per each of attempts that he'd made.
...Fallout 1 and 2 were based off of GURPS initially, and chance of failure based on dice rolls based on stats was a direct carry over. But it is far better to have skill gates to determine whether you can attempt something, and then let the player handle the execution, or simply have the higher skill give greater benefits.
But why exactly? I'll give you an example of lock picking done right [IMO] in a first person real time game. In Arx Fatalis, the PC walks up to a lock, grabs his picks from his inventory and uses them on the lock. We hear a tinkering/picking sound and he comments... The comments might imply that he almost got it, that he did get it (along with the click of an opening lock), or that he damaged his tools, or that he realizes that the lock is too complicated for him (meaning further attempts are a waste of time until he improves).
And skill "gates" are more realistic anyway. You can't accidentally hack a super computer if you aren't an expert in computers (or Science in this case). Just because I can pick those crappy Chinese diary locks doesn't mean I can pick a professional security lock - no matter how long I am able to try doing so. And you want to talk RPG mechanics? The skill gates force C&C on the player. If you didn't put the effort and time into your Lockpicking skill, you are just going to have to do without that loot behind Very Hard locked door number 2. In Fallout 1 and 2, you were almost a svcker if you put too many points in Lockpicking. Anywhere from 50-75% of the skill was good enough to pick any lock in the game with enough patience.
With computers this is usually the case, but there are random fortuitous events that can allow things to happen. This is true of manual locks as well.
* I once opened a combination lock to the swimming pool supply shed in our apartment building. I did this blind (because at the time I was about nine years old, and was not tall enough to easily reach the lock, and had to stretch above my head). I twisted the lock at random for about 12 seconds, and it opened. This was a fluke, flukes happen. I opened that lock with only enough skill to turn the nob and pull. This equates to a PC with base skill in locks, actually rolling success.
The lockpicking minigame is ridiculously easy in Fallout 3. While the hacking minigame can be long and drawn out, I don't see how the lockpicking game can annoy people.
In my case, it annoys because I know how to pick open a lock, but my PC might not. That just by itself is enough. Some player characters should not be able to pick locks :shrug:. Having a PC that easily picks locks should be a development choice where the player has put the points there (and not elsewhere). Skill gates are... well... are they really needed at all? I mean, if you are going to code a mini-lock pick game, why not just add cylinders (and or other measures), and just let the player work with the lock?
This is one of the reasons why I wanted fixed save locations.
I would rather automatic save checkpoints, accompanied by the ability to save anywhere at a moderate XP cost (that is deducted in the save).
well technically thats′not a exploit,a exploit is when you use a unintended glitch or bug in a game to cheat, using the in game save/load system is hardly a exploit.
Its a
named exploit, and they call it "baby stepping".