I had this idea after seeing that, as of today's update, some containers can now be locked
Allow locking of building doors as well as cellars
Add locks made from metals, and the type of metal matters
Add a lockpicking mechanic
-Can be purchased as a skill after purchasing Trespassing (or Vandalism)
-Channeled action (Hourglass, you know what I mean)
-Proficiency at picking a lock goes off of Dexterity and Stealth
-Picking proficiency is checked against the quality and material of the lock
-Lengthy, time-wise (think the time it takes to destroy something)
-Depending specifically on Dexterity, the action may be cancelled midway through
(Imagine how sore your hands can get, if you've ever picked locks irl)
(Possible "Sore Hands" debuff that would prevent people from just repeatedly trying to pick the lock, thus defeating its purpose)
-Drops a trespassing scent (EVEN if there is no claim)
I'm aware of a problem with this proposal, and that is picking gate locks. I believe if gate locks could be picked, it would wholly defeat the purpose of walling yourself off. If anyone can think of a pragmatic work-around for this or explanation as to why, for some reason, a gate lock COULDN'T be picked, please let me know.