Remove the Drunken Tradesmen

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

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Dr Dragon

Quite honestly I feel it reduces the value of Banditry and its quite frankly a joke that so many drunken tradesmen wander the alleyways after so many have been robbed.

Its a lame cheap easy way for evil pcs to make coins with little to no risk.

Nightshadow

Hardly no risk, I've beaten down quite a few PC's on my stealthy characters for robbing them, and was once arrested for doing so myself.

Talir

There is a risk involved in robbing them but certainly profitable to chaotic characters. I don't mind it being kept this way.

Calculor

It just seems that way, Doctor, because everyone is too scared you'll just take it to the 100% max all over their faces, and so they leave you to it.





EVERY TIME.

GoblinSapper

Quote from: Calculor;204136It just seems that way, Doctor, because everyone is too scared you'll just take it to the 100% max all over their faces, and so they leave you to it.
 
 
 
 
 
EVERY TIME.

ALL DAY. EVERY DAY.
 
TO THE MAX.

Sewerlord


Nuclear Catastrophe

I kind of agree with the good doctor, mainly because none of you lot ever seem to bother alerting the DM team when you attack one.

Eh, kind of indifferent though.

Joe Desu

I was never quite sure of the reason for them being there in the first place.  Is their main function to allow for chaotic ruffians and thieves to kill and steal without having to continuously attack PC's and get killed by a gank squad?

9lives

That, and it also provides something for people to react to.

Egon the Monkey

I did suggest a while back that it might be cool to add an element of scripted risk in by having a 1 in 20 chance of them being a wererat on spawn :D.

Dash

I like the Drunken Tradesmen. Gives another reasons for lawful pcs to patrol ruins and chaotic pcs to prowl them.

Paha

I actually have used it as a leverage and I've also sought to take down people that have robbed them.

I do agree, people need to abide the rules. They clearly state to send DM notice when you go for it. It's simple and does not stop you from trying in any way.

Nightshadow

What annoys me is how everyone insists that all these tradesmen are dead when they walk by them, when it clearly says in the description "Assume that this NPC is just knocked out if you come across him." I think this server has a problem with not bothering to read anything's description, to be honest. Anyway... If you're going to go out there mugging drunken tradesmen, here's what you should do, it works fine for me: First before entering the Warden's or Gobsquat Ruins, send a DM tell stating that you're heading out there and intend on mugging any tradesmen you see. Then once you find one, look around, see if the area is clear, drink see invis in case of random folks patrolling, then send another DM tell saying you're about to attack. After this, count to five, if no response is forthcoming, attack, and enjoy the loot. What you shouldn't do is fear a DM presence in this. Robbing a DM possessed tradesman may be more difficult (or easier), but it's funner, you're obeying the rules and you may get XP and more loot from it (I know the first tradesman I tried to rob, there was a DM who possessed him, he got away and made a sending offering gold for whoever brought me down, in the end I was caught and arrested, and thrown in the stocks, but I also got some good XP for it and had a lot of fun).

Divine Intervention

I like these, a great way for thieves, brigands, cutpurses to be rp'd.  Mugging tradesmen is risky if you are seen, but also would a thief pc really try to rob powerful heavily armed adventurers or drunk merchants.  I agree with Egon that something to add more of a chance of being caught is good.

tropic

Maybe they could have a pickpocket script as well, for less violently-inclined thieves. The way it is now, if a Stygian catches you robbing one and you try to run away, you're guilty of three crimes under the Trenadan code, which is actually enough for you to be executed or branded.