I think the simplest solution here would be to just "nerf" quarter-breaking the same way pickpocketing was nerfed.
Upon accessing the chest, instead of getting a choice of 20 items, the thief just receives a set amount of gold.
From the IC standpoint, it would just be the thief grabbing random valuables they can see in the room. The amount of gold gained would be based on the property's rent. Maybe ten times the base rent or something?
A damp forgotten quarter would net the thief a minuscule amount of gold, which is realistic. Robbing a mansion in the middle of Cordor would obviously get ya far more, like tens of thousands.
Slap a cooldown on how often can a person get robbed, so people don't get targeted by several groups and have their accounts bled dry.
Also, aren't the DCs on quarter doors a bit silly from the setting's perspective?
We've got ancient and powerful monsters, things like dragons/demons/whatever that guard an unimaginable treasure. Treasure stored in a box with a DC of 40.
We've got ancient fortresses with heavily warded doors that lead to passages allowing a PC to skip an army of epic creatures. Those doors had to be obviously prepared against such tricks, by nothing less than some ancient and powerful creature. All those guys could manage was a DC of 80 tops.
And then you have some weird mute guy whose only hobby is killing things and who is fated to mysteriously disappear once he amasses 1 million gold pieces. Said guy throws a couple thousand gold at a wooden door and achieves a DC of 127 somehow.
Imagine a thief being teased about being able to open a runic altar with ease, only to somehow get inexplicably trumped by a wooden door in the middle of nowhere.
Currently, it is a necessary evil, since quarter storage would otherwise be useless.
But if the penalty for "allowing" someone to break in is lessened, then it would create quite a lot of options.
You could greatly reduce the DC a player is able to get on their quarter. At least on their own. They could maybe hire a rogue to improve their defenses. So, you know, skills like using traps would actually see some use. Such improvements could be temporary and require maintenance, just like equipment. Maybe even hiring multiple rogues could create better defenses, which in turn would need several thieves to break apart. Someone with a fancy quarter would be greatly encouraged to hire a bunch of experts.
The RP potential is definitely there. A rich city official could hire a bunch of professionals to secure their home. Or maybe the city watch could recruit rogues into their ranks and offer such services to their citizens? Or maybe they won't do that and cause the rise of criminal RP blooming inside their walls, and make the city rage about the rampant crime in the streets? Maybe said criminals are being funded by someone seeking to sow discontent, maybe someone like an opposition candidate? Tons of options.
Things like this aren't possible now, since the door DCs have to be sacred and unimaginably strong, because the treasure hidden behind them could be potentially priceless. But once you make it a set penalty, just like pickpocketing was made, then you can go crazy with the ideas concerning crime and break-ins.
Quarterbreaking
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