I'd like to see more quest givers with an option to pick their pockets if they don't pay you more.
"Oh, so you won't give us 500 extra for this job?"
"Nope."
"Fine, fine. *grabs his purse and walks off*"
I'd like to see more quest givers with an option to pick their pockets if they don't pay you more.
"Oh, so you won't give us 500 extra for this job?"
"Nope."
"Fine, fine. *grabs his purse and walks off*"
Well, most quest givers i'm sure would attack you, or have their guards attack you if they see you, which usually would involve a DM, and they aren't always available.
Naysayers make me laugh. Think of ways to make it work, not reasons it won't.
You try to pick the quest giver's pocket, he isn't going to attack you, he'll just refuse to pay you as much as he originally promised. Easy work around.
I agree that there should be an option instead of the typical pursuade, intimidate and so on, to have pick pocket as an option.
This would give this skill a way to use it that's not against server rules (I also believe that if you do a *roll pick pocket check* that you get some insane modifier of +60, so this needs to be fixed) while allowing it to be a RP'able skill in some fashion.
Though this option would also have to be concealed from your own party members as if they are able to see you steal it, it's likely that the person your stealing from would also notice and...well...that could turn out ugly.
A [Pickpocket] DC X to 'steal' the reward they'd otherwise give on a succesful Persuade/Intimidate check sounds like a really great add.
What happens when you fail though? Against certain NPCs, an attempted theft would likely result in bloodshed. I think we could do this, if the skillchecks came before you received any reward at all.
Thus, if you failed a pickpocket check you could receive a lowered overall reward. To balance the "all or nothing" nature of this, pick-pocket could possibly merit a small increase to what you'd receive compared to a social skill check.
I agree, this would be a good addition. If you fail the DC Check then just have the NPC make a "threatening" warning to the PC. If you succeed then they do not even notice, and neither should the other players.
Ob, 9 and Mel hit all the other parts of the idea I was thinking about but didn't post. Yes, I agree this would work. A failed Pick Pocket should lower the reward, but a successful one could net an extra small item (life saver ring, etc) in addition to the reward.
I don't believe pickpocket was ever meant to be used against someone who is actively talking to you. That would be one heck of a DC.
-Kalos
On the contrary, using misleading body language in a discussion is a fantastic way to help yourself to their pockets when they're not alert. I've seen it happen in real life. Although the pixel characters you see on the screen are constantly looking at each other's face, that's not what is really happening. Pickpocketing is based on creating a diversion (in addition to having sufficiently dextrous fingers, of course...) and a vivid, close-up talk is one way to do it.
The Lower Sanctuary Shuffle.
I definitely think this is a good idea. The mechanics of it might be up for debate, but adding the option for additional uses for a skill that is relatively underused (at least as far as I've witnessed) is an excellent proposal.
On the contrary, using misleading body language in a discussion is a fantastic way to help yourself to their pockets when they're not alert. I've seen it happen in real life.
Possibly, but I think the deft fingers used by pickpockets today might be slightly different than pick pockets of ancient times since for one, people's clothes generally didn't have pockets ;)
But what the hell do I know...I'm no pickpocket. I just think the DC should reflect the difficulty of the task.
-Kalos
KalosOn the contrary, using misleading body language in a discussion is a fantastic way to help yourself to their pockets when they're not alert. I've seen it happen in real life.Possibly, but I think the deft fingers used by pickpockets today might be slightly different than pick pockets of ancient times since for one, people's clothes generally didn't have pockets ;)
But what the hell do I know...I'm no pickpocket. I just think the DC should reflect the difficulty of the task.
-Kalos
Pickpocketing was EASIER in ancient times since all you needed to do was cut the coin-purse from the carrier's belt and catch it noiselessly. Distracting body-language is the ticket to success.
Hence the term "cut(-)purse"