Thieves Skill

Cerebrus
Posts: 256
Joined: Fri Jun 17, 2016 2:15 pm
Location: Neither here, nor there...

Thieves Skill

Postby Cerebrus » Thu Jan 26, 2017 12:13 pm

/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.

User avatar
Folder
Posts: 1076
Joined: Wed Jul 27, 2016 9:04 am
Location: Texas

Re: Thieves Skill

Postby Folder » Thu Jan 26, 2017 12:36 pm

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>

Terron
Posts: 802
Joined: Sat Jan 14, 2017 11:36 pm

Re: Thieves Skill

Postby Terron » Thu Jan 26, 2017 1:17 pm

not exactly sure how that would work.

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

Kevin
Posts: 5
Joined: Sun Jan 22, 2017 6:58 pm

Re: Thieves Skill

Postby Kevin » Thu Jan 26, 2017 2:41 pm

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

User avatar
daedroth
Posts: 1178
Joined: Mon Jun 06, 2016 5:53 am

Re: Thieves Skill

Postby daedroth » Thu Jan 26, 2017 3:22 pm

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.

Cerebrus
Posts: 256
Joined: Fri Jun 17, 2016 2:15 pm
Location: Neither here, nor there...

Re: Thieves Skill

Postby Cerebrus » Thu Jan 26, 2017 4:03 pm

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. :D

User avatar
Styx
Posts: 451
Joined: Sat Dec 17, 2016 5:14 am

Re: Thieves Skill

Postby Styx » Fri Jan 27, 2017 8:18 am

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

User avatar
daedroth
Posts: 1178
Joined: Mon Jun 06, 2016 5:53 am

Re: Thieves Skill

Postby daedroth » Fri Jan 27, 2017 9:44 am

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!
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.


Return to “Archive Chat”

Who is online

Users browsing this forum: No registered users and 207 guests

cron