Remove the Drunken Tradesmen

Started by Dr Dragon, October 12, 2010, 11:42:54 PM

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SilentSouth

You say it is pointless for them being there because they contantly get robbed, but thats why they are drunken, for they fact that they have most likely gotten lost etc. Come on man don't complain about something that isn't causing no problems what so ever. They bring alot of fun.

Craig210

adding a random chance for it to be an ambush from other bandits would be sweet :D other than that, i see no problem with the current system, only the player's can change the results and make it more dangerous for the aspiring bandits.

derfo

I think it would be cool if there were more types of 'drunken tradesmen,' like a lost duergar vendor during the day, guarded merchant who minds his own business but has more loot, or some sort of sewer freak emerging during the night, for some examples. I think this would help people aligned in different ways to stir things up as well. Nothing that necessarily inconveniences new characters trying to get around I guess, though.

A generic pickpocket check for some of them would be cool as well, as from what I know, that skill seems underutilized still.

Paha

Seconded on Derf's suggestion. Great idea.

Egon the Monkey

^ That. Currently, Pick Pocket is implemented in IMO a rather odd way. You can thieve from merchants, but it will never result in nearby Stygian NPCs busting your ass for it. Replacing that with the option to pickpocket the drunks would both promote use of pickpocket, and add a risk factor for the muggers in that they could use supplies and reveal themselves mugging an NPC who'd already had his gems lifted.

Also, agree on Derf's one. Options for example, for rebellious Good PCs to start out hitting "Necromantic Cultist" rather than l9 wizards would be cool.

EDIT: Just remembered this. I played a crook PC that got stomped to death by high level characters at L4 over suspicion of a couple of low-grade PC robberies. NPC targets do add a good way for notoriety and conflict that doesn't risk players taking it personally when the crime occurs. It's really difficult to run active crooks at low levels, as you can't defend if it all goes wrong. Also, I'd support more loot on the Bandits to encourage fighting them as a @patrol". Maybe reduce the number of pots on the Veterans and give them gems? They tend to drink their Cures.

SilentSouth

Yeah awsome ideas derf and then the Bandit ambush is cool too cause its like they are using the tradesman as bait. I also kinda like the idea of one randomly being a wererat now and again, that would really scare the crap out of some people.