As it is now, there is no technical way to play a propper rogue.. you know, the masked villain that enters your home and cuts your head off while you sleep.. That's why, some things kinda popped up into my mind today:
Sneaking!
Sneaking is not becoming invisible to the eyesight, so dont say "use a druid potion" (which dont work btw). How about if you just become invisible from the start to the chars that have their back turned at you? pretty logical, no?
Camoflage
An item that turns you invisible if you stand still. The chance to get detected depends on the quality of the item, your attributes, your rogue skill (..dunno), your distance to the other char and the perception + rogue skill of the opponent.
Should only work if you are near a wall, near static items, or in darkness, not if you are in the open.
Backstab!
I know that now, if you hit someone from the back, you deliver more damage and the opponent has no chance to parry (right?). I dont know how it will be in the new fighting system, but how about making it deliver even more damage for the first attack, at least.
Criticals!
Make it that puncture weapons have a higher chance to crit, depending on rogue skill?
Pickpoket
Approach someone from the back, undetected, attempt to use skill (maybe by using a special item, like .. dunno.. a pair of gloves?). Success depends of your skill, target's skill (if rogue), target's perception, number of items in bag and belt (the more items he has, the easiest would be to steal them).
Throwing stars
With enough distance weap skill, one should be able to easly cripple an enemy, by either making them drop their weapon, or just stop them from running (or walking for that matter).
Spyglass
It has been proposed already, easy to script.. Just use it facing a direction and you will get an info with how many persons are in that direction, even an aproximate distance or their names, with enough perception (for out of screen).
Traker's kit
Didnt put much thought into the RP mechanics of this thing, but all in all, it would be awsome to have an item that allows you to find a specific character or NPC. Need to elaborate on this more, but the raw idea is to type the name/number of the one you search and if he is close enough to you (depending on skill), you'd get directioned there.. something like a treasure map. This would really open the way for bounty hunter play.
Lockpicking!!
Yes, i know it was proposed before and every time ended with the "it would be annoying to have to train this skill by randomly opening doors". Well, my idea is to make this like a game that depends on the player's ability to compleate it, rather than a skill that increases.
Have you ever played Mastermind? It's a codebreaking game, really awsome, not many can do it. The objective is to guess the color code that your opponent does, through a limited number of tries.
Having that in mind, let's put it into lockpicking.. make a code of factors depending on the awsomness of the lock (from 2 to 9 slots, each containing one of the 8 possible factors: "left", "right", "up", "down", "thrust", "pull", "spin left", "spin right" - the movement of the lockpick) that the rogue has to guess through a limited number of tries depending on the awsomness of his lockpick.
After each consecutive try, the rogue will get an info saying how many of the factors he got right and how many are in their right positions. If his tries run out, his lockpick breaks and all the chars close to that door would get an info of suspect noise from that direction, and whatnot.
I have more ideas, but no time to write them down now. Opinions please?
