Good idea, but too complex for this game. As PsychoBlonde said, would this be fun after the 100th time?
I would like to see a little more complex lockpicking mechanic than the "'Pick Lock' *failed* 'Force Lock' *success*"-type of thing, though. Or, keeping the actual lockpicking process easy and having more subskills in the lockpicking-skill, making your success or outcome dependent on those subskills. But not forcing you to spend all your earned points in that subskill. Maybe the subskills level up independently of your non-combat experience, instead having them level up through the outcome of every lock you pick, making the game more varied in that department for each playthrough and gamer. Of course, spending points in the lockpicking-skill effects these subskills as well, making the overall outcome more in your favour. Would love to see one subskill called "Humour", with a low probability of occurring, making some lockpicking attempts go horrifically wrong in a very funny way.