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Pickpocket, again.

It seems that pickpocket has been disabled entirely, lowering the skill by a bajillion points, which I remember being discussed, but this eliminates its use in roleplay situations also, which is sad.

Is there some way that the pickpocket skill could be at its regular level, but whenever you steal something using it, it doesn't work or is returned to the victim? I'd like to be able to arrange with other PC's stealing specific things or putting things in their pockets using opposing checks, but my rolls, I fear, will always come out as negative numbers.

If this is already possible, but I'm just dumb, feel free to point that out.

This was our original system. It was ridiculously buggy and has been disabled. I have some ideas for how it could be reworked to be less buggy, but it's an extremely low priority at the moment. Furthermore, allowing the pickpocket skill again creates other issues, such as pickpocketing from NPCs each reset and whatnot. Generally, pickpocketing doesn't provide that much real benefit given the issues involved, and so reworking it is low priority for now.

Basically, we were like: "Die, pickpocket, die."

Maybe someday we'll resurrect it, but for now it's unsupported.

There wouldn't be any way to prevent pickpocketing from NPC's through scripting? I was just thinking that pickpocket could be made entirely useless as anything other than a dicebag skill, but the modifier could go positive again. But I know nothing about scripting.

Sassy Storm I was just thinking that pickpocket could be made entirely useless as anything other than a dicebag skill, but the modifier could go positive again. But I know nothing about scripting.

Well, the penalty shouldn't be counted when you're using the dicebag. (at least, when you use *roll pick pocket check*)