loftar wrote:The core of the criminal actions system is that it never forbids anything as long as the character has the right skills, though. In that way, it would make it much easier to trespass through walls, since the trespasser would only need the skill rather than having to wait an ingame day for the battering ram to dry.
It wouldn't be the first exemption. You can't destroy authority objects with vandalism, can you now?
Anyway, I too think you should just abstract key through the permissions system. If you have trespassing rights, you can open and close gates, no levers or any stuff like that. Unclaimed gates can be used by anyone. Criminal skills don't let you use gates you don't have rights to.
I'm guessing you want gates to be vulnerable to some degree, but keys are a bad way to do it because they punish you hard for a little bit of convenience. Do you honestly think that gatekeeper alts are good emergent gameplay? This would be much better handled with a lockpicking system, with an arms race between lock and lockpick quality. The lock should be in much better position, of course, so rams aren't made completely useless.