Y’All Mind If I Rant About Doors?

January 20, 2026

Y’all mind if I rant about doors?

I don’t know why I asked you that because I don’t care what your answer is. I’m going to rant about doors. I did rant about doors, actually. Or I will have did by the time I’m rewriting and revising this paragraph for publication. So, settle in for my door rant. I think you’ll be surprised by just how much I have to rant about doors. Doors and locks and players and Game Masters and crappy action declarations and shitty dungeon design.

And it all starts with the pettiest peeve I ever peeved.

You know what I hate? I hate when a player says, “I break down the door.” Seriously. “No, you absolutely fucking don’t break down the door, you complete waste of a perfectly good dice set. Go sit your ass in the corner and watch; you don’t get to play anymore.”

You do not break down the door. Not without a battering ram, a buddy, minutes of effort, and at least one wandering monster showing up to find out what the hell is making all that noise. Or, alternatively, an ax. Not a handaxe, though. Not a battleaxe or a greataxe. Not even an axe. Get the hell back on your gray, rainy little island, you tea-swilling limey loser. It’s ax. It’s battle ax.

If the door is closed and you want it not closed and neither pushing nor pulling gets you there, you force the door. You apply force of strength to the door, hoping the thing keeping it closed will fail. That thing, by the way, is usually a bolt, or the hole in the frame the bolt sits in.

For example, you might direct a couple of booted kicks to the door right where the bolt is. Kicks are great here because human legs can put out a lot of force, and human feet can direct that force onto a very small, precise area. Like the failure point of a door. Kicking is great for targeting a failure point.

You might also charge the door. You know, ram it with your body. That’s also great because you can put the full weight of your entire body plus the momentum gained from a run-up, into the door. It ain’t directed force, like a kick, but it is a hell of a lot of force.

Now, I know you’re gonna tell me to chill the hell out because that’s just what players mean when they say, “I break down the door.” They’re just abbreviating. Well, you know what? I don’t actually think they are. But even if they are, that’s still a problem.

Let’s be totally honest here: when a player says, “I break down the door,” what they’re really saying is “I Strength check the door.” That’s the beginning and the end of the entire thought process. This is push-button play at its ugliest. The player isn’t even seeing a door and thinking of a way to get through it. The player is responding to the word “door” with the phrase “Strength check,” the way a dog responds to the word “walkies” with running headfirst into the door in unbridled excitement. Because dogs, like players, are really freaking stupid.

I can’t blame the players, though. I mean, when’s the last time any of you Game Masters out there actually described a door? Have you ever described a door? Not a special door. Not a vault door or a magical door or an engraved door. Have you ever described a totally normal door? Do you regularly describe totally normal doors? Do you even know what a normal Dungeons & Dragons door looks like? Do you know how they’re constructed? Or do you just draw rectangles on the battlemap and say, “… and there’s a door here and one here and one over here.” Do you even bother saying that? Do you just figure the players will see the door symbol on that map you stole — without removing the watermark — and loaded in Roll20? Do you differentiate between forcing doors and destroying them? Or is it just this…

You: “The door is locked.”
Player: “I break it.”
You: “Strength check. DC 15.”
Player: “Success.”
You: “The door breaks under your massive muscly awesomeness. Moving on.”

That’s you, isn’t it? You’re the reason dumbass players keep showing up at my table and saying, “I Strength the door. I rolled a 19. Did it work?”

I hate you.

You know what else pisses me off? All the random bullshit players spout out when doors don’t just break down. “Can I cut through the door with my sword? I attack it.” “Can I burn down the door?” “I cast firebolt the door.”

To which the answers are, of course, “No,” “Yes, but you really don’t want to,” and, “Go home.”

Taking a weapon to a door is just stupid, and only certain weapons can actually get through a door. In theory, a sword can get you through a door, but only if it’s a big honkin’ buster sword and you’ve got a long, frustrating, exhausting hour to kill and no plans to use that weapon again before it gets a few days of tender loving care from the local weaponsmith. Not to mention the fact that you’re likely to bend or break the blade trying to unwedge it from between the planks for the ten-thousandth time.

Axes fare better, but weapon axes aren’t tool axes. With minutes of work, you can breach a door with an ax of either variety and enlarge the hole into something you can get through, but the weapon ax is going to take a lot longer because they’re generally shorter and provide less leverage than tool axes, and the edge is going to be a dull, chipped mess when you’re done.

Maces and heavy bludgeons will also breach a door with a lot of minutes of sustained pounding, but war hammers don’t count. I bet none of you have ever looked at an actual war hammer, have you? It is war hammer, by the way, and not warhammer and certainly not warehammer. Fun fact, though, if you pound something rhythmically for long minutes with a wood-hafted weapon, the handle starts to split. It’s the vibration.

You know why firefighters use long-handled tool axes to get through doors and not maces or dwarven wareaxes? Or else they use battering rams. Almost any heavy thing can be a battering ram if it’s big and heavy enough, and the advantage of using random objects like pedestals or small statues as battering rams is that, if they don’t survive the attempt, you don’t care.

As for burning down a door, the problem is that solid masses of wood just aren’t that flammable. Wood chars before it burns. That’s why you have to cut firewood and use kindling. You can’t just hold a match to a log and watch it burst into flames. If you want to burn down a door, you need to put a sustained flame against it for a bunch of minutes. Of course, you could pile up some kindling or use some of that lamp oil that you forgot came in your Starter Adventurer Kit, but you can’t just blast it with firebolt. Why? Duration instantaneous, dumbass. That’s why. Yes, I know it lights flammable objects. When you’ve got some kindling or an accelerant, we’ll talk. Or else burn a spell slot and cast something with a duration. Flaming sphere, or heat metal if the door’s iron-bound.

But, really, I’m doing you a favor by making it hard to set that door on fire because burning through a door is a terrible solution. Not only is it time-consuming, but it also fills the air with smoke and soot. I don’t know if you know this, but most characters have to breathe to live, even if it’s not explicitly stated in the rules. The last place you want a fire is an enclosed, underground area built before the invention of HVAC. Also, once you get that door burning, you’re stuck waiting for it to burn itself out. The Starter Adventurer Kit doesn’t include fire extinguishers, you know. But assuming you wait it out and don’t asphyxiate, you can force your way through the debris-filled gap. Hope there’s not a smoldering hot spot in the debris waiting to flare up when you expose it to whatever air is left in the room.

Now, you might think I’m being needlessly nitpicky. Or, worse, you might think I’m letting my old-school grognard player-skills-over-stats rules-over-rulings show. You might think it’s okay to ignore this crap in the name of fun. Me? I think that if you go too far down the road of not treating the world like a real world that works like a real world, you stop running a roleplaying game. So, of course, the players just end up saying, “I Strength check the door.” You stopped presenting doors as doors; you can’t blame the players for not treating them as such.

Thanks to that, I’ve now drawn hundreds of diagrams of plain doors as they would exist in a medieval European-inspired fantasy world with a reasonable level of allowable anachronism. Well, partly thanks to that. It’s also because my young American players think doors are light, flimsy, hollow things made of wafer-thin wood panels and a tacit agreement of respect for privacy since that’s all that’s keeping their parents out of their bedrooms. I’ve also given the No You Do Not Break Down the Door speech thousands of times and, if I have to explain one more time why a door cannot be “broken down” with a spear or a dagger, I will likely kill a player. Not a character, a player.

I’ll spare you repeating the same rant about locks and the breaking thereof because, again, I’d have to blame you for not putting any thought into your locks in the first place. The door is locked, is it? How is it locked? How is the chest locked? Is it padlocked with a hasp? Does it have an internal warded lock mounted behind an iron plate or a lock box mounted on the inside? You know what? That’s expecting too much from you. Let’s keep it simple. Is there an external padlock or an internal locking mechanism behind a keyhole? That’s an acceptable level of detail.

Actually, wait, how do I even know the door is locked? All I know is that pulling the ring or rope or handle doesn’t open it. It’s not like doorknobs are a thing. Is there a lever or a thumb latch?

This ain’t me complaining that you don’t know enough about the construction of doors in the Middle to Late Medieval period and the early Renaissance period. I genuinely don’t care what level of door technology you feel fits your world; I just want to know that you know what it looks like and basically how it works. I’m not even asking you to know how locks work. I’m just asking you what the door looks like and what steps opening the door normally requires. Do I put a key in a hole and turn it, and then pull a ring to open it? Great. Now tell your players that.

While we’re on the subject of doors and why I hate you, when’s the last time you used a stuck door? When’s the last time your players tried to open a door that wasn’t locked or warded or even latched, but it just didn’t open? It was just swollen with absorbed moisture or warped by age or else the frame had shifted and sagged or else the hinges and latches and locks were frozen with rust or the whole thing was just calcified because someone stupidly installed a door in a cave. Doors used to get stuck all the time in Dungeons & Dragons. You basically had to force them open or destroy them. There was no other way.

Here, readers, is where the rant turns from irrational fury over nothing to a serious discussion about how your sucky dungeon design is ruining gaming for me. Because everything above is just symptomatic of a terrible, stupid mindset about doors.

You see, this rant’s been waiting in the wings for a while. It started with a single line I wrote in my secret notebook months ago. That line was this…

The problem with lockpicking is that there are never any keys.

Deep, right? Or maybe you think it’s nonsense. But, think about it: when’s the last time you saw a dungeon with a locked door and the key to that door available somewhere in the adventure? A literal door with a literal key; none of this abstract gating nonsense. When’s the last time you put a locked door in the party’s way and left a key somewhere for them to find?

Yeah. I thought so. People don’t use doors right anymore.

Game Masters don’t put doors in dungeons — locked, stuck, or otherwise — expecting those doors to be potentially impassable obstacles. Most Game Masters see doors as speed bumps. If a door is any kind of obstacle at all, the Game Master who built it assumes the players will get through it by succeeding in the right kind of check. This is what leads some Game Masters to spew dumbass drivel like, “What even is the point of locked doors?” That said, I do appreciate the opportunity to then write whole articles analyzing the concept of gameplay challenge through the lens of a single locked door. But that’s not what I’m talking about today.

You see, no modern Game Master is willing to put a door in the game that the party might reasonably never open. That’s a terrifying idea. You can’t make content that the players are likely not to see. You can’t let the players fail to find all the rooms. You can’t let them fail the adventure. Especially not because of a locked door. That’s just bad design.

Except that’s horseshit. It’s a terrible mindset. The possibility that the players might not see all the content always exists. The possibility that they might fail the adventure always exists. If those possibilities don’t exist, the players have no agency. They have no say in the outcome.

Meanwhile, however many paths to victory you provide, there is always a single moment or action or die roll that closes the last path. When an adventure fails, there’s always the one last bad outcome that was the point of no return. That’s how it be.

But I’ve done this speech before. Several times. I don’t need to repeat it.

My point today is that most Game Masters don’t see doors as significant and potentially game-ending obstacles. They’re tissue-paper-thin obstructions you can always count on players to punch through. When you put a locked door on the map, you’re basically just thinking, “At this point, the players will choose between breaking the door or picking the lock, roll a check, and then continue the game.”

Back in my grognard days, locked and stuck doors were serious obstacles. They were problems. To have even odds — a 50-50 chance — of forcing a basic stuck door by muscle alone, you needed a Strength score of 18, and this is back in the day when we randomly rolled our ability scores. No one had a Strength score of 18. Well, except the one guy who never generated his characters where anyone could watch. Most characters had average Strength scores and thus could force basic doors open about 20% of the time. Seriously. It was the same for thieves. The baseline chance for even a mid-level thief to open a normal lock was around 20%.

Run the numbers today based on average starting scores, proficiencies, and suggested DCs from the DMG, and you’ll find even low-level player-characters can expect to force stuck doors and pick locks successfully about 65% of the time. Roughly. Quibble over the math details if you want, but the important point is that roll to bypass door obstacle used to be a rare thing. It was a long shot. It was a crap shoot. Which is good because roll to bypass isn’t really gameplay. It’s the sort of thing players should be able to get lucky at sometimes, but it shouldn’t be the reliable, default approach.

A locked door should mean a search for a key or an alternate route. It’s fine if, once in a while, your thief gets you through a locked door without the detour, but that should be a delightful little surprise for a really good day of adventuring. Likewise with a stuck door. It shouldn’t yield to force easily. Once in a while, the barbarian can force it open with a shoulder check, but when that fails — which should be often — the party should have to look for another around or improvise a battering ram or settle in for a half-hour of loud, exhausting work with the tools they were smart enough to bring.

Or the party might have to accept never knowing what’s behind that door. Hopefully, it ain’t the raison d’quêst or else that’s gonna hurt their stats. Such is the life of an adventurer, though.

Let me infuriate you by taking this further. I don’t think we should stop at making lock-picking and door-forcing unreliable. I think they should be risky and costly. Picking a lock is time-consuming, and it requires special tools and training. It’s quiet and generally a safe option, but it chews up time, and time is a resource. Forcing a door is quicker, but it might take a couple of shots. Only the wimpiest of doors yield to a single kick. Each blow is loud, though. It alerts everything in the dungeon’s ZIP code that someone violent is smashing around. That includes whatever is on the other side of the door. Forcing doors also risks injury. You can really hurt yourself trying to force a door, even when you know what you’re doing. Remember, too, that you can’t actually be sure why the door isn’t opening. It might be stuck, it might be locked, it might be impossibly and unmovably frozen, it might be barred from the other side, and it might be painted on the wall by a particular wily werecoyote. How many times are you willing to throw yourself against it before you decide it ain’t gonna give? How many times are you willing to risk that your bones will break before the lock does?

Forcing doors and picking locks should always feel like the worst options. Costly, risky, and unlikely to work. Why? Because doors are actually important if you give any kind of a shit about actual, good game design. Remember the speech I gave about how good game design is about the balance between letting the players explore freely and ferrying them through things in the best possible order? Remember when I said that good game design means the path of least resistance should lead to the best gameplay experience?

Do you really want the path of least resistance to be, “Can you roll better than a five on a twenty-sided plastic math rock?” Because I sure as hell don’t.

When a locked door sends the players down to the basement to find a key before they can climb the tower, then they’re forced to fight the tutorial zombies before they fight the serious zombies one floor up. When the players can only open a barred door from the other side, it’s now a shortcut that lets them leave the dungeon after five encounters for a rest and then resume exploring where they left off.

Do you get what I’m saying?

But even if you’re an actual grognard who rejects the idea of game design on principle, there’s still the point that not letting the players roll a check to bypass a door means they have to do some actual fucking gameplay to keep exploring. Me? I prefer actual fucking gameplay to tossing plastic math rocks at door-shaped abstractions. I don’t mind the rare possibility that a player will sometimes roll to invalidate a challenge. It’s good for the game that the possibility exists. As long as it’s rare. Like, say, maybe it only happens 20% of the time, just to pull a totally random number completely out of my ass.

Do you get what I’m saying? I need doors to represent actual, significant, possibly insurmountable barriers. It’s good for game design, it’s good for gameplay, and it makes good, realistic sense. It’s why fire axes and battering rams still exist today and, last time I checked, there were very few spiked, iron-banded doors made of solid oak planks floating around the real, modern world.

Doors are supposed to prevent access. That’s what door means. It’s supposed to be hard to get through a door you’re not authorized to get through. That’s how it works. And that’s what makes them valuable to me as the only living soul in the entirety of roleplaying gamedom who gives an actual crap about good game design.

When Game Masters convince themselves that doors are just roll-check-to-proceed speedbumps that players can’t ever get stuck behind, the players internalize that shit. When the players internalize that shit, expectations change. When expectations change, dumbass system designers change the games to meet those expectations. When dumbass system designers change the games to meet those expectations, my ability to run actual, good, satisfying, engaging, fun fantasy adventures is ruined.

And then I start punching.

So, for the love of all that is good and right in the roleplaying game world, please, please, please, at least learn how to actually describe a door. And the next time one of your players tries to break one down, maybe shatter their clavicle for me.

No, I don’t mean their character’s clavicle.


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33 thoughts on “Y’All Mind If I Rant About Doors?

  1. I give. I tend to make doors trivial to get through, and I don’t recall putting an actually useful key in the advanture since I was in highschool over 40 years ago. You are correct, I need to do better next time.

  2. You would think that the inarguably closed nature of doors in video games would help with this but I guess not? Admittedly throwing myself repeatedly into a Crash Bandicoot pit to see if I could double jump them (I could not) isn’t feasible in RPGs

  3. This one paired really well with The Hacking Problem. How well both players and GMs understand medieval-esque doors ties directly in to the abstraction issue, which again, makes me realize how important clear narration and description directly affect game play.

    The part about doors being an awesome scenario design too is just bonus.

    Really good couple of articles.

  4. I think you’re right. I don’t think the players are abbreviating. In fact, people in general are increasingly ignorant of how any damn thing in the real, actual world works, and it’s starting to become a real problem.

  5. This was good timing on my part. I’ve been watching a Zelda: Twilight Princess playthrough recently, and one of the main principles of that game (and most of the other OG Zelda games) is the idea of teaching the player how mechanics work through keeping the doors locked and placing keys behind specific puzzles and mechanics. It feels weird, but I didn’t really make that connection until now. Thank you!

  6. How long does it take to pick a lock in your games, Angry?
    I just had a rogue pick a lock in the middle of combat as an action. It felt too easy.
    I’ve just reviewed both the 2014 and 2024 PHB (yes, I’m playing 5e), and I can’t see anything which says how long it takes to pick a lock, other than the Thief archetype saying Quick hands can do it as a bonus action. This character is an Arcane Trickster, not a Thief.
    (And yes there are keys elsewhere in the location – actually multiple sets, on the remains of the three people who used to have access)

    • Check out the LockPickingLawyer on Youtube. He regularly gets locks open in just a few seconds. Admittedly, those are modern lock designs — the spring-loaded pins we’re all used to now are only about two hundred years old — but also, the reason those locks came into existence was to be harder to pick, so I think the odds that a trained thief could open an older design of lock in a combat round are high.

      From my own extremely amateru lockpicking experience, if it takes me longer than six seconds, I’m either making multiple separate attempts or doing the equivalent of taking 20 on my attempt.

      • True, but lockpickinglawyer is probably a level 20 thief. He’s certainly not a new character.

        Also I’m not sure that modern locks are harder or slower to pick.

        Most modern locks are crap, because they’re only really trying to keep honest people honest.

        There’s no point in having a lock lockpickinglawyer can’t pick when you’ve got big smashable glass windows, or when brushless 18v angle grinders exist that’ll rip through a banded solid oak door in seconds.

        They’re also probably quicker to pick because they’re so mass produced and smooth?

        Also lockpickinglawyer isn’t also dodging a orc with a longsword.

        It’s also interesting that when the police do rapid entry, they don’t pick the lock. They use the “big red key” (battering ram), or a grinder/sawzall. All of which are much noisier (not good when the occupants are alerted to destroy evidence), and often take more than 6s to get a door open. So I’m not sure lock picking is as reliable and quick as locksports makes it look.

  7. I’ve been running the Ghosts of Saltmarsh campaign and have been delighted to find that keys are available if you look for them and doors are described in some locations. This may be due to the fact that it is a collection of older adventures but this is a good reminder to keep the game world real to the extent that it makes it challenging.

  8. >When’s the last time you put a locked door in the party’s way and left a key somewhere for them to find?

    Hmm, does it still count if the key was not of ordinary key-shape and they found it before they found the door but had to make the mental connection between the features of the key and the features of the door?

  9. Doors are a bit of a specialty of mine. I used to be in a special operations military unit that included direct action raids in its mission portfolio, and I spent a couple hundred hours in those 4 years practicing breaching doors. If any aspiring door-describers want to know what I’m looking at when I look at a closed door:
    1. Whether there’s any wires or bits of metal around the frame that might suggest the presence of a trap (we call them “I.E.D.s” today).
    2. Is the door in a corner of your room, or the middle of a wall? This effects how you will enter.
    3. Can you see the hinges, and if so, which side of the door are they on (read: does it open towards me or away from me)? If you can see them, “kicking in the door” is probably impossible, but removing the hinges is an option that might be easier than defeating the lock.
    4. Can you hear anything on the other side, and can you see light under the door?
    5. Is there a visible locking mechanism, and if so, where is it relative to the handle?
    6. If you can see no indications of traps, slowly & quietly test the door to see if it is locked. If not, stack up and prepare to move through the door. If so, assess what you need to do to defeat the lock.
    And this just describes normal, boring, real-world modern doors. Trap doors and sliding doors are more interesting options, and we all agreed that saloon doors, despite not locking, would actually be one obstacle that would severely complicate room-entering. We did not train to pick locks, so breaching a door always meant “going loud,” and it is indeed risky. A better option is to get ahold of someone who is expected on the other side of the door, and convince them to leave it unlocked.

  10. Good one. I should put more keys around dungeons, though I’ll have to remember which key goes to which lock. The dungeon denizens surely have a way to remember it too. Good use for languages.

    Stuck Doors were always something I questioned in dungeons, especially the idea that every/most doors are stuck. Occasional is fine, but most doors? How do the monsters use them then? Are they also forcing these stuck doors whenever they use them? Surely theyd become loose after that much use. What about the weak monsters? Maybe they just know the right shimmy to get the swollen door open, but it feels like kludge.

    • This is just an easy way to explain why bigger, stronger monsters are behind the huge, hard to access and frequently stuck doors, and the little weaker monsters are easily opened weakly locked doors with keys (That they carry)

      Some doors don’t get “unstuck” with use. The front door and bathroom door to my house gets stuck every time it rains, and everyone uses those doors multiple times a day, every day. They just swell from humidity, and there’s nothing you can do about it without reconstructing or replacing them.

  11. Getting players to state what they are doing and how they are doing it instead of stating the outcome is a hard habit to break. “I break the door”, “I search the corridor”, “I stealth up to the goblins”, “I search for traps”.

    When players know the rules and understanding exactly how their abilities work. It is an easy jump to solving the problem in their head and stating the outcome. The DM is taken out of the equation and becomes a rubber stamp.

  12. Love this article, but boy does it make me miss the MegaDungeon articles.
    Those were a treasure trove of similar design tips.

  13. Sharing a fictional world in the imaginary of people with different brain map is a very hard thing, thought like this one make me think that any happening of good RPG session is a kind of a miracle.

  14. Sorry angry for the double post, but on other thought comes in to my mind. Maybe as a DM we should revert the axiom “Show the Door before the Key” for tabletop rpgs? In videogame doors needs a specific things to get open so the Door before the Key it creates tension, and it is good. For the first locked doors of our dungeons maybe having the key before the door is a way to tutorize about the notion that using a key to open a door is the right path of less resistance?

  15. This seems more like a rant about something else. Lockpicking is realistically a whole lot easier than what you’re making it out to be, even today. If the person doing it is skilled enough, it’ll be done in a jiffy. So that is an entirely different discussion from doors being stuck and/or not openable with force.

    Medieval security was less about locks being hard to open, and more about barring the doors and then hanging a padlock on that bar, on the inside where it couldn’t be accessed (and posted guards ofc). Meaning that you were more likely to be able to open a vault door than you were opening an outside facing door on a keep, because there’s no one on the inside of a vault, unless what they teleported out? Why even have a door then.

    So unless the keep was designed by Bloody Stupid Johnsson, and the door opens outwards, then you’re not getting through a castle door without a battering ram. But those are outside facing doors, there’s little reason to have something like that inside a dungeon, unless they’re on prison cells or warded off areas, to keep something in rather than out. So with that philosophy, they would never even make it into the dungeon in the first place, realistically speaking, because the doors that would be the strongest security wise ought to be the outside facing ones.

    But let’s say for the sake of it that there is such a door on the inside for whatever reason. Are there intelligent creatures currently living (emphasis) in the dungeon? If so, they probably wouldn’t want to unbar the door every time they visit the dungeon loo, or dungeon cafeteria equivalent or whatever, and so it would probably be left unbarred most of the time anyways.

    Realism is kind of like free speech, even if you say you want it, nobody actually wants the full package because of everything it would entail, we just want our definition of it, always with exceptions. Just take rot and decay for instance, a thousand year old ruined church with holes in the roof exposed to the elements? You wouldn’t find much loot there, unless it was added recently. You probably wouldn’t even find walls, there’d be a vague shape of a foundation left, if even that, completely overgrown, that’s not a very fun adventure locale.

    Also old school dungeons were mostly just a bunch of erratic squares and connecting corridors, so it probably wasn’t that much of a loss if they didn’t make it through a door or two.

    • While I agree and am aware of impressive YouTubers out there like MacNally and LockPickingLawyer, the reality is that the actual time to pick a modern lock by a normal experienced picker can be down to under a minute on a normal residential lock, locksmiths using nondestructive entry methods generally take between 30 seconds and 10 minutes to get through most locks and very secure locks can take substantially longer, which is why they generally prefer drilling. For example, locksmiths report that certain high security locks, like the Schlage Everest Primus or Medeco Biaxial can take fiteen minutes to an hour to open nondestructively, depending on the smiths familiarity with the lock’s workings and their available tools. But that seems a bit excessive for gameplay purposes. Even the range of 30 seconds to 10 minutes translates to between five and 100 rounds, which is more than good enough for me. Because I’m more concerned with gameplay than realism.

      If you use my approach and allow one “attempt” every minute or whatever, a 1st level thief is 90% likely to open a simple lock in under three minutes. Which is actually a good outcome for gameplay purposes because it lands in the range of “slightly too long for combat, but not so long it’s a substantial obstacle.”

      Do I think this translates well to anochronistic fantasy locks? Absolutely. While modern locks are more complex and hardened against pickers, modern pickers also have access to better tools and mass produced locks can be learned and studied by professionals. So they’re on a level playing field. Most security technology is in an arms with the people defeating it so things stay pretty much in lockstep. If we assume a fantasy world with various non-mass-produced but secure and sophisticated locks that are common enough to support a criminal underclass with standardized skills and tools for defeating, we can also assume they’re pretty much on the same level playing field.

      See? I don’t care about realism. I care, first, about gameplay and second about versimilitude.

      Remember the content producers on the YouTubes who open locks in seconds with broken beer cans are like trick shotters in pool. Their skills are impressive, but they’re not normal. They’re not even normal experts. You want to know about defeating locks, read locksmithing publications. Locksmiths are the workaday professionals with normal professional skills. Which is also what low-to-mid-level thief adventuerers are.

  16. Both lockpicking and forcing a door are easier than you imply. I have personally kicked open a steel door held shut by a metal bar. It wasn’t hard. I might have a 13 strength at most. If a high strength character wants to kick open a door that opens away from them then you need to explain why that door doesn’t open or I’d barely bother with a check. If the door opens towards them but they can get at the hinges then that door is coming open.

    Lockpicking does take time but not long for someone with experience.

    Either way if a door is going to be hard to open it should be a special door with a special description.

    As for corrosion or swelling holding the door closed, do the inhabitants use the door? If they do they will want it fixed or they will wreck it.

    • I am glad you got lucky and managed to open the door without injuring yourself.

      To anyone reading this gaming blog as advice for some stupid reason, I cannot stress enough the importance of not following this poster’s advice. There is good, published guidance on the reliability, practicality, and danger of using brute force techniques to open doors published by various firefighting and first responder agencies because it is unreliable, can be time consuming, and can cause serious injury. In fact, it’s the policy of almost every major fire company in the US to say, “Don’t do this” and that’s in accordance with publications from the US Fire Administration, part of the Federal Ememergency Management Agency.

      Of course, all of this pertains to modern doors, most of which, in the US, aren’t nearly as robust as the sorts of doors that protect castles and dungeons.

  17. AD&D 1e describes the standard dungeon door, so that’s why I described doors, to begin with. I then decided to not describe standard doors in anything other than a general “it’s a typical door” kind of way. Mistake. Any time the PCs came up on a door that got more of a description, the players kicked into high gear to avoid anything untoward happening at that door and play bogged down horribly. It might have just had decoration nailed to it, yet that door had to be sinister or something because it got special description. That’s what led me to describing doors as a habit; when all doors get described, the players don’t get hyper-paranoid at doors that look non-standard.

  18. Hey Angry, thanks to your Tension Pool system, I’ve had a lot of fun with my table with locked and stuck doors. Without that, I would’ve been stymied when my randomly generated dungeon, for my last minute game, specified a high difficulty stuck door. Nor learned the fun the players have trying to decide where to allocate their resources. The thief’s face when the Natural 20 to pick the lock didn’t open the door made people mad, but in the end they had fun! So, thanks for that.

    I hope you release your Angry RPG this year.

  19. I remember being ridiculed when I joined a new group and wrote down a crowbar as part of my starting equipment. That was in the old days of dungeon crawling. I was the only one with actual tools and rope, and every situation where these things could have been useful was just handwaved away.

  20. I like the idea of interacting with doors and locks in more detail. I’m worried that the side effect of “nerfing” skills for lockpicking and door breaking and such this way makes the utility spells like Knock even better by comparison. If the thief rogue is frequently outshined at lockpicking by the party wizard then the game will be worse off for it, IMO. You could address that in a TTRPG built from scratch though of course

  21. The doors I’ve seen at German and Belgian medieval castles were massive. All of them. Five to eight inches thick. Oak. Ever try to hand hammer a nail into oak? I was once trying to nail a small piece of oak quarter round baseboard trim. I thought i might end up knocking the pine 2×4 studs out of place behind the trim before that nail went through the oak. And the castle doors mostly had bands of iron, basically extensions of the hinges, going across them. I think using a sword or mace or warhammer (these are not sledgehammers, they have small heads, like the maces) to try to force open a door like that would never work. You’d wreck the sword for sure. An ax? Good luck trying to hack through five inches of oak thats covered in strips of iron. With luck you *might* avoid wrecking the ax blade and you’ll need a lot of time and it’d make an ungodly amount of noise to ever get through. No way a person could ever kick in a door like that, with its hinges and locking mechanism affixed to the 2’ thick stone walls. Youd need a tool ax, a hand held battering ram, and a few people to swing it – plus time, maybe 30 minutes for a couple stout adventurers. If the door is in good condition. But maybe the hinges have rusted, or time has ravaged the stone walls which are now crumbly, and the door gives when the dwarven warrior hurls his weight against it

  22. This was a good article but who chose the font for this thing? Are you trying to save on ink? Or are you just trying to make it seem like there’s no writing? Please use a font that has better visibility thank you

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