I'll let my friend give you the answer -Drathe wrote:as is per the magic system, you need to find a teacher in game.
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I'll let my friend give you the answer -Drathe wrote:as is per the magic system, you need to find a teacher in game.
True. But think of it this way - you need very good perception and dexterity to pull pickpocketing off right, yes? Fighters would have an advantage over these characters, because their hightest attributes are fighting-oriented attributes, like strength. So somebody who steals would be very much risking death if he were caught.Mr. Cromwell wrote:I oppose any thieving system as long as catching people is as huge pain in the ass as it currently is. Simply because a system where the success of thieving no longer depends from the cooperation of the victims, but where catching the thief depends on his cooperation will suck ass.
You should consider that thieves are on average no better roleplayed than the victims.
Furthermore, such thieving needs to be well thought out and balanced, as I estimate two or three weeks max until we have the first fully skilled, maxed thief chars running around and pickpocketing everyone and their grandmothers.
As far as I know, unless the thief uses a concussion weapon, then strength is one of the least important fighting stats for him. Dex is important for daggers (poisoned daggers and poison skill are just murder, btw) and even perception plays a role in combat. So.. really, there's no advantage for "fighters" that could not be offset by powergaming skills and using poisoned weapons.Bloodhearte wrote:True. But think of it this way - you need very good perception and dexterity to pull pickpocketing off right, yes? Fighters would have an advantage over these characters, because their hightest attributes are fighting-oriented attributes, like strength. So somebody who steals would be very much risking death if he were caught.Mr. Cromwell wrote:I oppose any thieving system as long as catching people is as huge pain in the ass as it currently is. Simply because a system where the success of thieving no longer depends from the cooperation of the victims, but where catching the thief depends on his cooperation will suck ass.
You should consider that thieves are on average no better roleplayed than the victims.
Furthermore, such thieving needs to be well thought out and balanced, as I estimate two or three weeks max until we have the first fully skilled, maxed thief chars running around and pickpocketing everyone and their grandmothers.
I'm all about this proposal.