This is one of those interesting debates, because there is really two sides to it- both of which are pretty valid.
Side 1: I want to play a thief. If I invest two feats, 30+ skill points, and lots of time and gear in lockpick then, gosh it all, I should be able to break into things! What even is the point of having the possiblity of 'breaking into' quarters, if the difficulty is so high, and so easy to keep high, that it's basically impossible!
It's a waste of resources, time, and keeps things far to much in 'safty' for other players. They can hide in their fortress homes, put their stuff in there, knowing that they are 100% safe, all the time. It's a disservice to those people playing thieves and such. And whilst it does cost a bit of gold to keep quarter locks high - it's very easy to keep them high, and the ongoing tax cost, for most powerful adventurers, is pretty minimal.
Side 2: I want to know my stuff is safe. If we make it too easy to break into quarters, then we will find that quarter storage becomes basically useless. Let's say - for example, that tomorrow Irongron were to make it so that to break into a quarter, all you needed to do was beat a lock DC of a maximum of 80 (I'm ignoring the issue of traps and such, just to keep things simple for this argument.)
80 Is still a pretty heavy investment for any character- so you may think that's fair. Ok.
Let's look at the last arelith stats - taken I think from 24th July 2018
2033 players, 2706 alts, 5348 chars.
Source:
viewtopic.php?f=23&t=5956&start=25
Ok, let's presume out of all these players, only 1% makes a high level build that goes for a lockpick skill high enough to get into peoples quarters. - That's about 20 players.
Let's further presume that of these 75% don't really use that skill much, they're classy about it, they're thoughtful ect. - that's about 5 players.
That means that you have 5 people that are constantly breaking into houses and taking a single item out of each or most chests.
That means on any given day, you could be loosing up to 5 items out of your storage chest.
Now keep in mind - whilst it's not fair to say that thievery rp does not -create- rp (It does) it's not neccesarly easy to make rp out of. Because at it's core, it involves the thief playing knowingly making mistakes/leaving calling cards, giving clues ect as to their identity, and such. I've no doubt that we have players of this callibre amongst us and that this would, indeed, happen. I do doubt however that this would occur in the majority of situations. That is no disservice to the player base - a lot of you are brilliant. But asking people to conciously sabotage their character to create rp for others is the sort of thing we expect from a 30 rpr, and they're in a minority for a reason.
So what you get is a situation where people could be easily loosing multiple items from their storage boxes, with little to no roleplay, on a daily basis.
I don't think that many players would be happy with this.
EDIT: One Two Three Five also summerised the first part of this thread nicely!
So we have a connundrum - On the one hand the accusation that quarters are practically impossible to break into is pretty valid - on the other hand if it's too easy, then quarter storage especially becomes pretty much Invalid. And I think any solution we look to, must take these two arguments into account. In short - how to prevent quarters being less 'fortress like' and yet also how to ensure they have enough security that players cannot be easily 'griefed' and their security still means something.
I've had a bit of a think and I've come up with some ideas, though I'll admit all have their own strengths and drawbacks.
1) Lower DCs but put in a new rule saying that thieves breaking into quarters can only steal ONE item per day. Not one per quarter per day. One item, all together, per day.
Benefits: Keeps the amount of theft very managable. Means that people can properly rp thieves, but storage is generally pretty protected. Probably quite easy to implement.
Problems: A) Keeping track of this would be more work for DMs, and as a cat I abhour work. Also it could open up the door to 'thief griefing' wherein a thief character picks another character they don't like, and just steals one item per day from their chest day after day, which I think would be tiresome after a bit.
2) Increase further the costs of quarter security and/or when quarters are released/put up for sale, their dcs automaticaly drop back to 0/low levels, so that when they change hands, someone has to activly invest coin in raising them again.
Benefits: Makes security more costly and thus something people really have to be thoughtful about and invest in. Also if it effects tax more, then it makes 'quarter hogging' more difficult, as it means people have to be earning a constantly high amount of gold to keep up their quarter/security.
Problems: Balencing the cost/benefit ratio would be very difficult, might create a disparity between those who farm a lot, or who are very high level and traders, and those who are low level, and/or don't have time or inclination to either trade and/or go out adventuring. It would penalise low levels. It would also mean (for better or for worse) that the homes with the nicest, juciest loot in would also be the ones that were hardest to get into. It might also penalize casual players, and be offputting for new players/characters.
3) Lower lock/trap DC on quarters, but create a second 'lock' on chests, which can be set as high as present. Meaning that whilst it may be easier to break into quarters- stealing chest items is much harder.
Benefits: Opens up espianage, assassin, and spy rp far more, whilst keeping basic possessions safe. As far as I can make out, people dont' tend to mind so much people breaking into their quarters - as much as they mind people stealing their stuff.
Problems: Would not prevent fixture griefing/stealing. Further more I worry that it would require a lot of work from the Devs to impliment.
4) Create a One Use item that can be activiated to somehow bypass quarter locks. This item would either be a rare treasure drop, or else maybe craftable with extremely rare materials at a high DC. (rune crafting materials maybe?) The exact details of how it could work I'm leaving fuzzy - but I'd suggest it should be restricted to rogues and maybe assassins?
Benefits: Keeping an item rare, and one-shot, means that it cannot be used to consistantly 'grief' other players. It represents a massive investment of time and energy on behalf of the thief, whilst enabling them to at least get into quarters. It would need to be balenced to make sure that said items cannot become too common place.
Problems: Requres work/coding from the Devs, balicing issues would have to be considered. Not sure how mechanically 'possible' it is.
So those are some of my ideas. Of the lot I like idea 3 and 4 best personally, but maybe you guys have different opinions? It's a tricky subject, so let's all try to be civil and nice!