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A gauge showing such a minuscule amount changing would be more discouraging than helpful, I'd think. If it's a nebulous skill up rather than one given by straight numbers, you can kinda trick yourself into thinking "oh, I'm just unlucky" or more likely not think of the odds at all.
Missed the % sign. I'm talking end effect, not number entered into whatever obscured formula the game uses.
Point I'm making is that I've upgraded Simon's lockpicking skill over 100 times in my playthrough, and even if I lost count at some point certainly well over 70 times. If that translated into a flat 1% increase per trigger, the lockpick kit should be functionally equivalent to the Master Key in my file. It is not, therefore the increase to skill must be less than 1%.
You won't get solid numbers without datamining.
Hypothetically another possibility is the skill is capped at, say, 50% or 75%.
So then do it and tell us
What would a cap like that even mean in that case?
Edit: damn typo
Now, let's say you were given d20 to roll to determine your success. Roll higher than the set number, and you win!
To increase lockpicking skill, you could either lower the requirements with each level up (so you'd only have to roll a 4 on rank 4, rather than a 5), or you could add a die on each level up (so you'd get two d20s and combine the totals of each).
To keep it from eventually just negating locked doors entirely, you'd just limit how much one could level up. So each rank is still easier than default, but never an entirely sure thing - the possibility to get a low roll is still there.
Again, these numbers are purely demonstrative.