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Guideline Inputs: PP-Disarm Posted: 30 Jun 2003 12:37 AM |
We should be having some scripting in place to handle pickpocketing. But before those are in place, what are hard limits above which are considered unacceptable?
And when is the victim's response unacceptable, where, and why? |
Aria
So talented, so troubled. |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
Personally, PP'ing isn't a problem on the Rogue's part, it's the victims part. In my experience, most often the PP is valid. Crime and theievery happen in the real world, TS. People just don't like to see a favorite item go. IMO, a good solution to this is TWO ways, both of which I see very possile and add some RP element
1) Cannot PP equipped items
2) Lock Boxes. Much like the boxes we now have for Vives tools, except you can buy several grades of the box. The box gets an additional +1 to +10 (Depending on the price, grade, material, etc) against any PP attempt, and the character can hide his most valubables in there to keep them close. While this will weigh an extra 5 pounds to 10 pounds, I still think it makes sense. You'll lug the weight around to keep your stuff safe :P
~Fenarisk |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
Lets just remember we're talking about "pick POCKETING".
When a rogue brushes past someone and attempts to lift a 15lb box, that person will know. They cant walk up and take away your sword, they cant steal a shield that is strapped to your back.
On the other hand - they can steal small pouches, rings and jewelry not worn, a handful of coins etc from reasonably alert characters.
If the character is sleeping then the weight threshold that the pick pocket is able to lift raises, but they cannot take any equiped items (which thanks to the sleeping code, does not include armor, shields or weapons, and thats acceptable as an adventurer would usually lay these by there side as they slept, and someone quiet enough would be able to take them). The threshold isnt gone, but the heavier items, more often than not, make more noise and require more stealth in order to steal (so, a modifier to the theft DC for that).
Security conscious characters can take the time to place these items into the above-mentioned lock boxes. The way I see these lockboxes are something akin to the handcuff brief cases... to take one of these, the pickpocket would also need to make a pick lock check to take it away.
There should be a way that any class can -take- items from unconscious characters. This can be in a malicious way (the very unsubtle murderous theft) or it can be in such a way as to save quests by removing plot/quest required items from un-saveable characters just about to meet their maker.
Again, the handcuff of the lockboxes would need to be picked, or the character can attempt to break it, or whatever limb it is attached to (Snatch).
Looking at the justice side of things, it would be handy if you could somehow flag a stolen item as such, so guard NPC's who catch the fellany can return the item etc etc.
Apart from Vives OOC utilities, everything should be, in some way or another "transferrable". |
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[No Subject] Posted: 30 Jun 2003 12:37 AM |
1. I too would like to see some way that a stolen item can be returned if the thief is identified (and "caught") as the perpetrator. Without direct help from a DM controlled guard I don't see how this could work though.
2. There should certainly be a limit to the size of a PP'able item. Lifting a greataxe is implausable.
3. Fen's lockbox sounds great. Perhaps limit it to one per player. [I have seen this idea before in a version of Nordock mod where anything in the box was not 'stealable'. Unfortunately it was bugged and didn't work right]
4. As for how far can a victim go if he has been stolen from. I guess that depends on the results of the Player Vs Player thread. If there is a law in the land that PK is unacceptable then it's the law and you don't get to break it just because you were stolen from. If you break it then you pay the consequences.
[And if it's not an In-game law but a Meta-game rule then you risk a ban] |
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