i prefered fallouts locking picking. it flowed better IMO and it wasnt so frustrating. i think they could improve it by making the pick snap more easily to make it a bit more difficult (it was rather easy), and by making the locks leveled rather than just easy, medium hard etc. so the locks level might be 16 so i would need a lockpicking level of 16 to be able to attempt it. it would mean if i had a level of 15 i would only have to level up to 16 to be able to attempt it, instead of 25 for an easy lock. but if it was a level 36 i would have to level up more than to 25, so it would all balance out. i think that oblivions way of having a hard minigame but no skill requirements didnt work because you could become good at the minigame when playing as one character, and then that would carry over on to other characters, who perhaps shouldnt be good lockpickers. and to those who dont like minigames at all and want it to be a dice roll system, i disagree, i dont like things left to chance, it feels frustrating when you fail like its not your fault, and not very satisfying when you succeed. you are probably a roleplayer who prefers to direct a character rather than one (like me) who prefers to become the character (not the same as roleplaying yourself), so it is areas like this that we will never agree. all in all, i think it should be character skill based, but the minigame should take the place of the dice role so the player has influence over success.