/lockpicking
Would be based on int, higher int means less chance at failing. Thieves would have a base % chance to fail/succeed and every point of int would increase that base.
This would also open up new avenue's in oad areas.
Imagine a locked door that leads to a bonus boss inside a oad area. A thief would have to pick the lock.
If succeeded, the group gains access to a bonus boss for bonus loot.
If failed, room trap would activate, killing the party and wouldnt be accessible until the next day.
Not all locks would be pickable, would probably have to have a new lock type for a room that we could set.
Thieves Skill
Re: Thieves Skill
Ooh I like this. If NH thinks this is too much to add you could potentially just add rooms with traps that need to be disarmed (not just floated over), having the same effect in the end.
<Silhouette>
Re: Thieves Skill
not exactly sure how that would work.
i imagine a locked door, and a very intelligent gnome thief that meanders solo for a second, he must have adhd. he fails to pick a lock....aww he died. party goes home. or wait he doesn't fail, he succeeds, party joins him.
i agree thieves need something, lacking any sort of pvp. locks could be a good mechanic, aswell as trap disarming. but i dunno about failure equaling death, usually a thief has the reflexes to not die. i think thieves die enough already lol
lets say, for instance, there's locks that spawn in random locations throughout the realm. each lock can be attempted once each day. (i'm guessing a decently hard search reveals the lock(s))
to promote versatility the race of the thief influences which area is opened up on a success. or just a chance to unlock a specific race area. or the racial roll fails, and the area is just one of a few random more common areas.
also thief would need a lockpick(thief only item/weapon?) perhaps after a successful pick a 1 hp lock can spawn and the thief kills it for exp.
(I.E. You successfully navigate the tumblers but the door is jammed. Lock spawns! You attacked a lock with your lockpick obliterating it!)
overall its a great idea. could use it to cycle alot of areas you don't want farmed. or even have 5 more common areas that have a boss that seldom drops a specific key at the end. all 5 keys unlock a super OaD or something.
Imagine a locked door that leads to a bonus boss inside a oad area. A thief would have to pick the lock.
If succeeded, the group gains access to a bonus boss for bonus loot.
If failed, room trap would activate, killing the party and wouldnt be accessible until the next day.
i imagine a locked door, and a very intelligent gnome thief that meanders solo for a second, he must have adhd. he fails to pick a lock....aww he died. party goes home. or wait he doesn't fail, he succeeds, party joins him.
i agree thieves need something, lacking any sort of pvp. locks could be a good mechanic, aswell as trap disarming. but i dunno about failure equaling death, usually a thief has the reflexes to not die. i think thieves die enough already lol
lets say, for instance, there's locks that spawn in random locations throughout the realm. each lock can be attempted once each day. (i'm guessing a decently hard search reveals the lock(s))
to promote versatility the race of the thief influences which area is opened up on a success. or just a chance to unlock a specific race area. or the racial roll fails, and the area is just one of a few random more common areas.
also thief would need a lockpick(thief only item/weapon?) perhaps after a successful pick a 1 hp lock can spawn and the thief kills it for exp.
(I.E. You successfully navigate the tumblers but the door is jammed. Lock spawns! You attacked a lock with your lockpick obliterating it!)
overall its a great idea. could use it to cycle alot of areas you don't want farmed. or even have 5 more common areas that have a boss that seldom drops a specific key at the end. all 5 keys unlock a super OaD or something.
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
Re: Thieves Skill
I would suggest letting them steal a random item from any non-boss NPC equal or lower level than them. They would not gain xp from it if successful, and of course the chances would be extremely low. If a mob carries two junk and 1 weapon, you have a 33.3% chance to get the weapon, no? But the chance of stealing an item wouldn't be nearly that high, of course.
It can be added as a passive bonus to the skill /steal
Or you can always drop chests around the world and have certain mobs drop the key, but let the thief attempt to unlock it. (i'll let you work out the chance / max attempts) haha
It can be added as a passive bonus to the skill /steal
Or you can always drop chests around the world and have certain mobs drop the key, but let the thief attempt to unlock it. (i'll let you work out the chance / max attempts) haha
Re: Thieves Skill
Sounds like a good idea. Could even have ones that allow you x amount of attempts. The ones with traps could also have a trap disarm chance to avoid the trap, overwise big boom? Either way, if lock pick fails, door is sealed.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.
I love sheep.
Re: Thieves Skill
daedroth wrote:Sounds like a good idea. Could even have ones that allow you x amount of attempts. The ones with traps could also have a trap disarm chance to avoid the trap, overwise big boom? Either way, if lock pick fails, door is sealed.
Yeah thats the idea.
Point made by everyone's posts, basically adding this would open a lot of avenue's for future content.

Re: Thieves Skill
Lynnwood sewers would make a nice place to with how disturbing that town is, especially if we could sneak up into or lockpick the shop doors to rob the stores
And the city next to to watchtower has some lovely prisons we could break out of if we just got caught stealing
Personally a old women's purse would be awesome
But,,, if we steal make it a worthless item like rations, cheap potion etc from shop owners. This is mentioned for experience not some gold hunt. If caught sent to jail, being a Thief there's always one lockpick , wink, exp to either bribe guard, pick the lock, sneak past guard, etc.
Ifor you can't make it out of jail , determine some kind of penalty
And the city next to to watchtower has some lovely prisons we could break out of if we just got caught stealing
Personally a old women's purse would be awesome
But,,, if we steal make it a worthless item like rations, cheap potion etc from shop owners. This is mentioned for experience not some gold hunt. If caught sent to jail, being a Thief there's always one lockpick , wink, exp to either bribe guard, pick the lock, sneak past guard, etc.
Ifor you can't make it out of jail , determine some kind of penalty
Re: Thieves Skill
eh... sorta a sidenote... but what about "perform" for a bard
they can perform in a tavern for exp/gold, but make a long cool down for the skill, could be a chr check
if you fail you could take damage (people throwing stuff at you)
but eh.. then a thief could try to pick pockets in a tavern... same deal sorta, if you fail, character imprisoned for x amount of time/hurt/barred from tavern for x amount of time, long cool down
eh winging it, and need to go, rl shit calls!
they can perform in a tavern for exp/gold, but make a long cool down for the skill, could be a chr check
if you fail you could take damage (people throwing stuff at you)
but eh.. then a thief could try to pick pockets in a tavern... same deal sorta, if you fail, character imprisoned for x amount of time/hurt/barred from tavern for x amount of time, long cool down
eh winging it, and need to go, rl shit calls!
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
I love sheep.
I love sheep.
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