MagicManICT wrote:What to balance, though?
1. A skill "Hold The Door!" - Compares physical prowess of hearthling inside using that skill and greatly (reduced/increased by delta) extends the timer for breaking in with a Sledgehammer (and not so greatly against B12 axe).
2. A pre-installed wooden bar - when activated, it drops down blocking the door entirely, immensely boosts the door's durability but afterwards (if the door remains unbroken) requires some actions and/or materials to dismantle and make the door operable again (that'll justify Great Halls having two doors, huh).
A synergie of those two actions should effectively counter any attempt of breaking in; only one of them will just make it harder/longet to achieve.
3. Also, this should be a thing against lockpicking - if a hearthling with high PER*INT is inside a house that is being lockpicked, he/she should get an alert and be able to use this simple thing to make lockpicking impossible and B&E being the only option: