Knock Spell: This is classic DnD and fantasy for that matter, a wizard using magic to manipulate the real world. The spell should level up so that a beginning mage could not open a master lock and even at the same level the spell would not be perfect. For example a 75% chance to open same level, 50% chance for one level above spell level, 25% chance to 2 levels above and 10% for 3 levels above. The reverse for the spell being the higher level, with a spell being one level above a lock getting an 85% chance, 2 levels a 95% chance and 3 or up is auto open. Now to balance this truly against lock picking, because after all you can run out of picks, the spell gets one shot per lock. If the spell cannot open the lock then the spell is done. Or we could have the spell go down a level in relationship to the lock for each try.
Bash: Of course a thug character does not worry about picking locks or using magic, he just smashes open what he wants. The formula for this to balance is actually pretty neat. Each bash has a chance to break the weapon used to bash it or break the lock. Breaking the lock means it will not be opening, EVER. Bashing of course has ZERO chance of being silent and should in fact have a chance of placing bad guys on alert from a larger range than normal, bashing is loud. The personal could bash as much as they want but the chance of breaking the lock or weapon goes up with each try. The breaking of the weapon I thought would be a really cool balance because you know someone will forget they are using their highly enhanced ax and then, oh crap what have I done!
By adding these two elements you give a pure warrior and a pure mage a chance to experience all the potential of looting without the need for them to delve into thieving skills.
