Stealth Thievery
1-would it be possible to allow stealth characters to attempt to remain hidden while opening a chest? Like they have to make a extra hide check or be kicked out of stealth?
2-Picking pockets- Is it also possible make it so we can pick pocket keys to chests off of bosses? Think that would be pretty kool.=^^=
Stealth Thief
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- RoseMiriel
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Stealth Thief
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- DaloLorn
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Re: Stealth Thief
Both of these are technologically feasible. Stealth breaking on opening chests is a BG homebrew, which means it can absolutely be modified should we see fit to do so. Meanwhile, there's a setting to allow a given item to be pickpocketed off an NPC, so while that part would have to fall to someone who is not me, it is likewise doable.
As usual, though, technical feasibility does not automatically mean approval.
My two cents:
There's definite risks, and I'm not sure we're entirely happy with the amount of loot that goes into the economy as it is. Pickpocketing a boss will also not force that boss to respawn, so stealing their keys while someone else is in the dungeon could deprive the boss' killers of their hard-fought loot.
At the same time, both of these mechanics do seem entirely appropriate, so if we could alleviate these concerns (and any others that might pop up), I would definitely like to see it done. I'd also be in favor of granting a little extra XP to the rogue when they get away with something like this! (But I wouldn't share that XP with the party, because each party member has to loot the chest for themselves anyway.)
As usual, though, technical feasibility does not automatically mean approval.
My two cents:
There's definite risks, and I'm not sure we're entirely happy with the amount of loot that goes into the economy as it is. Pickpocketing a boss will also not force that boss to respawn, so stealing their keys while someone else is in the dungeon could deprive the boss' killers of their hard-fought loot.
At the same time, both of these mechanics do seem entirely appropriate, so if we could alleviate these concerns (and any others that might pop up), I would definitely like to see it done. I'd also be in favor of granting a little extra XP to the rogue when they get away with something like this! (But I wouldn't share that XP with the party, because each party member has to loot the chest for themselves anyway.)
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Re: Stealth Thief
Crossing my fingers!=^^= love stealth missions hehe even if not I just do assassin style strikes yep yep. Just fits rp more for non combat approach.
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- artemitavik
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Re: Stealth Thief
looting chests boots you out of stealth?
huh.
The Boss Key thing could be a problem, but stealth-chest-looting? eh. probably not. The only issue there really I could see is if a higher level didn't clear their spawns and a lower level came through, but given the vast majority of everyone is epic level 30 or whatever, its only going to be felt in some areas that see a wider level spread of hunters.
huh.
The Boss Key thing could be a problem, but stealth-chest-looting? eh. probably not. The only issue there really I could see is if a higher level didn't clear their spawns and a lower level came through, but given the vast majority of everyone is epic level 30 or whatever, its only going to be felt in some areas that see a wider level spread of hunters.
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Re: Stealth Thief
Yup. Opening chests boots you out of stealth. Opening doors does not. Doesn't make sense when you think about it. I'd be in favour of both of those actions requiring an additional stealth roll if witnesses (hostile or not) are nearby. with (if possible) modifiers based on how close they are and whether or not they're facing you, and if you fail you get booted out of stealth. Mind you I say this as someone who has 4 stealth based characters.
Currently, looting placeables that don't need to be "opened", such as corpses, skeletons, et cetera, does not boot you out of stealth. Which makes sense.
I am not in favour of stealth pickpocket. I think there's too much potential for griefing, unless PP is made to take gold only, not items, and there's a reasonable limit on how much gold you can take in one go. I don't know if either of those is already true, I don't play pickpockets. Just dungeon dungeon-oriented rogues.artemitavik wrote: ↑Fri Dec 01, 2023 7:59 pm The Boss Key thing could be a problem, but stealth-chest-looting? eh. probably not. The only issue there really I could see is if a higher level didn't clear their spawns and a lower level came through, but given the vast majority of everyone is epic level 30 or whatever, its only going to be felt in some areas that see a wider level spread of hunters.
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Re: Stealth Thief
DaloLorn wrote: ↑Fri Dec 01, 2023 9:13 am
There's definite risks, and I'm not sure we're entirely happy with the amount of loot that goes into the economy as it is. Pickpocketing a boss will also not force that boss to respawn, so stealing their keys while someone else is in the dungeon could deprive the boss' killers of their hard-fought loot.
At the same time, both of these mechanics do seem entirely appropriate, so if we could alleviate these concerns (and any others that might pop up), I would definitely like to see it done. I'd also be in favor of granting a little extra XP to the rogue when they get away with something like this! (But I wouldn't share that XP with the party, because each party member has to loot the chest for themselves anyway.)
So what if you had non-boss enemies drop more coin and less RIG stuff and garbage, put RIG stuff in non-boss chests with only a very small amount of coin or gems? And had boss keys not be able to be pickpocketed? Then the most loot would go to the people who actually defeat the enemies and no one's going to kill the boss only to find he has no keys.
I'd 100% be in favour of this, and making it possible to stay in stealth when opening chests if you pass a roll, and also in favour of it being possible to be booted out of stealth when opening a door if you fail a roll.