![]() ![]() Few slaves thinking of unionising, you go in and make sure these ideas are beaten out of their heads. Couple whores having a problem wi a touchy panderer, you take over the running, sample a bit o the merchandise and warn off their old boss. Thing is one door closes and another opens, suddenly you get shady characters wondering if you want a job, you get asked whether you can acquire shit or maybe rub out an annoyance for somebody. Might even find those righteous institutions won't talk to you if using your real name. Thing is though people talk and have long memories, me as a GM i'd hit the player where it hurts, hike up prices for a thief at the merchants, deny them or autromatically fail quests because you're not trusted enough, nobody trusts a tea leaf and you get that reputation stuck to you until moving on and even then it could follow you. But if you're in a law abiding area there should be other considerations, lets say watch is called interrupting a fight or the cries of the robbed and you have to pay a bit of geld as a price for stealing if the victim can prove it, hard sell but maybe you hand over a pittance if they've got witnesses. Personally I don't think that there's owt wrong wi a binary pickpocket skill, thing I think is wrong is the reaction: Standard reaction is you lose and fucker attacks you, doesn't make sense for some characters, others it does. +Stealing gives some exp and is actually a worthy investment both exp and wealth-wise if you are getting 100+ dex on your char. ![]() Stealing is limited to a relatively few characters. Bad because mah freedom, good because can't break the game this way. =Can only steal what's offered for stealing. Also, if you pulled that shit in a civilised area (like Khorinis), you would have to pay a fine to the local law enforcement, or else. If you manage to defend yourself, you may get away with it, if not - you got beaten up and your weapon and some of the money taken from you.Īdditionally, the person you stole from may not want to speak with you again. If you didn't - you failed.įailure usually meant the mark and maybe people nearby going apeshit on you for stealing, assaulting you. If you had enough dex for required tier, stealing is a 100% success. You could see all tiers you had enough dex for, plus the next highest tier. If you had enough dexterity, you would be able to "see" the option to steal from a character in dualogue. There were several tiers of difficulty, requiring a certain amount of character's dexterity for non-random success - 20/40/60/80/100/120. Most of named characters could be stolen from. Then as a skill, it was dependant on your dexterity. You had to learn pickpocketing as a skill first. I could see lots of room for improvement, but I just don't see the rewards. For most games, it's just a tacked on item. I could only see developers taking a thieving system seriously if it was germane to the game itself. It's a pass/fail event with predictable outcomes. Other games add pickpocket as an afterthought but don't really seem to give a rip about the reality of it. Just saying that Thief has a great thieving system because that's what the game is. Yes, i know Oblivion sucks and there are examples of how to exploit this. But big stuff had infamy, which couldn't be erased. Small offenses had a little bit of bounty, but not a lot. In this sense, Oblivion did one thing ok. Would anyone follow some guy, no matter how noble, if he was caught red-handed stealing from rif-raff in some small town? On the other hand, it's not exactly a murderable offense like in most games. Thing is, though, that stealing stuff from people's pockets doesn't exactly fit in with the "heroic" archetype, nor does getting caught stealing fit in with any historical model. ![]() Maybe pickpocketing outcomes are decided by your skill, but if caught the outcome comes down to the societal standing of the person you are stealing from (as in real life.) Maybe the NPC attacks and the guards show up to sort it out, based on player perks, charisma, and standing the outcome is decided. Also, just like real life, anyone with something worth stealing has some manner of protection. Another option would be that NPC's have randomized loot so that if you go back to an earlier save, the person you are trying to steal from may not have the same items. ![]() There are a few ways that work with any system: predetermined difficulty rolls/player rolls for all chests. ![]()
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