Thief stealing skill
Posted: Sun Aug 17, 2003 7:30 pm
Here might be an interesing Idea for the stealing skill.
Allow players with the stealing skill to steal from stores.
The play would issue a steal command. If successful the item will be added to the inventory, and they will not need to pay for it when they leave. The difficulty of the theft would be based on the price of the item being stolen.
The skill would be on the difficult side. Newbie thiefs would stick to crossbow bolts and other low value items.
Theft failure could result in a punishiment based on value of item, as well as thief reputation. For instance newbie thief stealing a crossbow bolt would be thrown out of the shop and locked out for a period of time. A thief attemping to steal magic armor would be dropped in the bottom of the shopkeepers celler with some particuley nasty pets. Jail time could also be a punishment. The shop keeper could also decide to charge the individual for the price of item but not give him the item.
Shops would have to be upgraded to handle the situation. In un-upgraded shops, stealing always would fail.
Allow players with the stealing skill to steal from stores.
The play would issue a steal command. If successful the item will be added to the inventory, and they will not need to pay for it when they leave. The difficulty of the theft would be based on the price of the item being stolen.
The skill would be on the difficult side. Newbie thiefs would stick to crossbow bolts and other low value items.
Theft failure could result in a punishiment based on value of item, as well as thief reputation. For instance newbie thief stealing a crossbow bolt would be thrown out of the shop and locked out for a period of time. A thief attemping to steal magic armor would be dropped in the bottom of the shopkeepers celler with some particuley nasty pets. Jail time could also be a punishment. The shop keeper could also decide to charge the individual for the price of item but not give him the item.
Shops would have to be upgraded to handle the situation. In un-upgraded shops, stealing always would fail.