I've been working on raising my Lockpicking skill. I am over 95.0 so I am having to use the prisoner chests. I figure if I pick the locks I might as well help myself to the contents. This is where it gets a bit frustrating. I currently have my stealing skill at 100.5 yet there are times (more often than I would like to admit) when I will only steal 1-2 of an item. The main items I go for in these chests are the gold and the reagents. I'll use the gold as an example. The first couple times I steal I'll usually get 200-500 gold. Yet, once the pile gets down to under 100 my "attempts" become much less fruitful and when the stack is under 20 they are just down right sad. Why does it take just as long to get the last 20 gold pieces than it does to get the previous 2,980?
I'm guessing the game uses a percentage in it's calculation of how many of the item will be taken. If this is the case, this is where my suggestion comes in:
(Note, I don't know how to program or anything so these may not be possible, but I'm suggesting them anyway)
Why not either add a base amount to the attempt based on skill, OR scale the "lowest %" up as your skill gets higher.
Option A: Would have a base of say 1 for starting the skill at 0.0, so you would steal whatever % the game calculated *plus* 1, then when it hits 10.0 the base raises to 5 resulting in %+5. This would put the base at about 20 for our starting skills at 70.0 then the base could raise to about 25+ at around GM (100.0) and either stay there, or continue to raise as we get the skill to 120.0
Option B: Would scale the lower % up once the % chance hits 1-100, at that point, the lower number would scale up to, say 25%, so the amount chance would be 25%-100%, then as the skill progresses, the 25% would eventually raise to 50% and 75%.
Either of these would make looting these chests (and anything really since we aren't allowed to steal from players) a bit easier, as it should be with higher skill levels.