Narcotics Rogue Only perk

Started by Random_White_Guy, November 14, 2011, 02:33:07 AM

Previous topic - Next topic

Random_White_Guy

As a level 5 "Rogue Only" perk I think it would be stellar if something relating to narcotics was implemented. Rogues are easily known as the shady fellows who if they can't get something, "Know a guy who knows a guy who can hook you up".

Each narcotic that is commonly encountered by the playerbase comes in a single item or a bundle via alchemy or DM encounter. Level 5 perks already give random strength trap, poison, etc. It seems all too perfect that a narcotics perk would give a randomized bundle of narcotic per reset.

A few small stat boosts maybe for shady merchants? (Appraise, bluff), and a randomized bundle per reset. Either allowing a PC to play a shady corner peddler, store up supplies to try and distribute, or a number of other possible things that can lead to conflict and RP.
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

New Lamps For Old

There has been a sad lack of rogue dealers, since they most often rely on heavy investment in herbalism/alchemy or another PC who has done so. Although it makes sense that only skilled individuals could synthesise narcotics, making drugs more easily available to roguish characters is a reasonable step to take (whether it be through perk or other form) to expand and enrich this aspect of criminality (which, lets be honest, is really lame in its present form relying on specialised and suitably aligned spellcasters as opposed to more roguish dealers, drug lords and criminal scum that are more ubiquitous in fiction and RL).

Normally a "try to achieve this IG" would be fine in this kind of matter, but to do so is basically to run at a loss (rogues not having alchemy/herbalism bonuses, and the impracticality of buying drugs from NPC stores and reselling) unless you have DM interest or assistance in one way or another.

What RwG is suggesting could be cool, or alternatively some other method of obtaining drugs could be implemented that is not as involved as crafting systems or the necessity of DM interaction - such as a quest, a far away but relatively inexpensive store, or something else IG.

Arch Rogue

Lack of drug peddlers is because the current drugs are more or less not worth buying, so the market isn't there.

Drug system needs a revamp, if Johannes has time he should trawl the old DM forums and find my writeups! Includes DCs, names, and everything. They are dope.

VanillaPudding

As stated, the current drugs are just not worth using. As flavorful as they are, alongside this perk suggestion, they simply won't be a common trade. That is due to both their negative effects and their often buggy positive effects lacking in worth, and also due to the reliance on PC suppliers (alchemists, rare rogues with this perk suggestion, etc). I suppose with a revamp of the system, more useful drugs, and NPCs that don't sell them at 40x the cost of PCs it might be worthwhile however.

Optimistic

On the one hand, I hear everything Vp is saying and it makes good mechanical and balance sense. On the other, I hear the complaints about the drug system - negative effects, buggy minor positive effects outweighed by the negative, and dealers that drastically overcharge actual market value and I can't help but think "so, just like real life, then?"

A Case Of Rapiers

I think the biggest issue is that the market often dries up totally. If you're playing an addicted PC you can very easily wind up in a situation where the drugs are no longer available. This makes people very wary of allowing their PCs to become addicted.

Arch Rogue

Not really accurate. There've always been suppliers, but in the end they grow disinterested due to lack of customers, which in turn stems from the three drugs available all being thematically and mechanically terrible.

Kinslayer988

<SkillFocuspwn> no property developers among men only brothers

Nihm

I think the drugs are useful, and some of them are too good to allow making them for free as a perk.  
 
The dcs against addiction could be a little lower for sure, but that's a different suggestion thread I suppose.
 
The rogue should still need to pay out some gp much like brewing potions.  Otherwise, giving them more access to the drugs than other classes is a good idea for sure.

Johannes

Don't look at me! The drugs provided with the present drug system were initially intended to showcase the system's capabilities. The drug system is a powerful framework which enables a DM of minimal technical ability to quickly and even dynamically add and remove drugs via a web browser interface.

Thus it was originally conceived that DMs who were invested in the system (and originally requested the feature) would habilitate it. Eventually though, out of disinterest in the system it was simply abandoned and a concerted effort was never made to extend it with other drugs. For this reason, we went ahead and made the showcase drugs available through avenues which are best not discussed in public forums.

If anyone DM really wants to make drugs more attractive, then they don't need me to do it. I defer to our DM factotums who actually have the time to spare on this project.

Daemonic Daz

putting my neck out here but I'll endeavour in the next few weeks to add a variety of new super duper drugs using Johannes brilliant system for your meth lab obsessed PC's to make.

So What If I Am A Goblin?

[Readies the axe] I am sure you will, Daz...

Arch Rogue

Quote from: Daemonic Daz;265777putting my neck out here but I'll endeavour in the next few weeks to add a variety of new super duper drugs using Johannes brilliant system for your meth lab obsessed PC's to make.

Find mine on the old DM forums dude.