Interesting discussion, I only have a couple of thoughts:
1) I like Pieter's system, but with Levis's revision (no defense XP from failing without a lockpick). Basically, being able to pick a lock without a lockpick should be treated as a bad failsafe for when the player doesn't have one, and the player should not be rewarded at all for doing so. No lockpick, no XP of any kind I'd say.
2) Increase luck XP from using a lockpick, because we have to compensate for the current system where you get many failures giving xp bonus. Less failures going forward need to be balanced with better rewards in luck skill.
3) If we implement the /3 divider, I think make lockpicks +2/3 or + 3/3.
4) Lockpicks currently double your chances of picking the lock (expanding the random number range that generates success to be twice what it was before), in addition to their luck bonus. Maybe we could expand that--weaken without a lokcpick to half its curent success value (and no xp) and keep with a lockpick the same.
5) also, I'd say we could stand to make the lockpicks not always break when failing, make that a seperate chance based on luck skill.
Edited with additional suggestions
1) I like Pieter's system, but with Levis's revision (no defense XP from failing without a lockpick). Basically, being able to pick a lock without a lockpick should be treated as a bad failsafe for when the player doesn't have one, and the player should not be rewarded at all for doing so. No lockpick, no XP of any kind I'd say.
2) Increase luck XP from using a lockpick, because we have to compensate for the current system where you get many failures giving xp bonus. Less failures going forward need to be balanced with better rewards in luck skill.
3) If we implement the /3 divider, I think make lockpicks +2/3 or + 3/3.
4) Lockpicks currently double your chances of picking the lock (expanding the random number range that generates success to be twice what it was before), in addition to their luck bonus. Maybe we could expand that--weaken without a lokcpick to half its curent success value (and no xp) and keep with a lockpick the same.
5) also, I'd say we could stand to make the lockpicks not always break when failing, make that a seperate chance based on luck skill.
Edited with additional suggestions