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Alternatively, you can select a character that has no trickery ranks, and have that character try. However, it's easy to forget that you have a specific character selected, so when you click that arcana check interaction - whoops! (Can't retry with a different character.)
Best solution that doesn't involve quicksaves or careful character manipulation: have more than one character that's good in trickery.
I really like this game, but it seems for all the complex things it does well, there is also something really basic and simple it misses the mark on.
Unfortunately in the early parts, you will have to rely on having two party members with high trickery skills to have more than one try. Having a bard boost your skills with performance will reduce the odds. Having at least one member with high perception skill is also advised otherwise you will have to revisit areas quite frequently after the fact to uncover hidden/trapped objects. I generally make a save before I attempt unlocking a chest, its tedious as hell but it works. Having buffs from resting (ice cream) will aid further although, resting is to be used sparingly in most cases. You can always bet that a trapped chest is also going to be locked so you can choose to leave those particular objects alone and return with a more capable party.
This ability is only for the arcane trickster and should not give unlimited tries, but it does. For other characters than octavia it is too much effort and alternative costs to go for ranged legerdemain. Just get high enough trickery is enough. Skill focus, greater skill focus, skill mastery etc. This helps also in scripted interaction where trickery is an option.
Chests are often locked, some look like a small ornate box
Some weird things are locked too. I had a few locked crates just off the top of my head
That being said, as Fork and others said here, always have one character in your party with a high trickery. I have three or so characters with at least decent trickery, and most of my characters have some.
MOST of the locks DC are below what your "intended" level should be around depending on the area, to what your trickery is maxed or just below. So really after a while it doesn't become an issue. Though I still catch myself savescumming rarely.
There are some super hard perception checks. I just found one for 50 at rushlight tournament, a mace
Unfortunately there's no notification for missed perception checks,
In 3rd the actual 3rd edition ruleset you would usually take 20 on a lockpick role if your character was not under any duress...
My issue is not even with the way the skill is used however, its just that on a one off skill check, there is not anything that tells you that the object is locked before you actually make the attempt. It just seems like a major oversight by Owlcat.
I thought maybe there might had been an icon when hovering over but no
DM would say "its locked"
Biggest oversight for me - no autopause notifications