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A somewhat cheap combination of items (specifically: 2x ring of lockpicking, belt of the cunning rogue, gloves of the rogue) gives any character +16 open locks, which is enough to do pretty much anything with just 1 point of investment to be able to attempt to pick locks in the first place.
This is a fairly complicated issue from a design standpoint and probably means revisiting:
- What DCs are on locked objects, which means thinking about what different builds can open as they level up
- How much loot goes behind locked containers to find a balance of it being rewarding but not feeling bad to play a character without the mans to open them
- How items increase open lock skill, and finding a place where they are useful but do not completely invalidate the open lock skill
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