SirUrza wrote:
And who will be the judge of that? One party will claim griefing, the other will claim they're a highway robber. Some will be highway robbers, others will be there just to ruin other player's days.
If a game has specific tools in place to facilitate a type of play, then it can't be called griefing. Griefing implies someone exploiting a rule or acting in a manor outside of what the designers intended.
If one of the built-in features of creating a hideout is being able to ambush and attack unwary fast travelers, then no one can honestly call it griefing to do so.
Edit: I'd also like to add with regards to being able to "loot proof" one or more items, perhaps classes should factor in as well? Whether through a microtransaction, skill points, or an in game drop, it might be a good idea to allow one's class to effect the cost of purchase or the odds of finding it.
My concern is for melee characters or tanks who are often built to soak up damage and defend their allies. If they're doing their job right, they should be fine, but if anything goes wrong, they're usually the first ones to drop. Moreover, fighters, paladins and the like will probably not have as many escape options as their stealthy or long ranged compatriots.
I'm all for having significance in death, but I'm concerned that there may be an imbalance in which classes suffer the most for it. If it becomes unbalanced, it'll be twice as hard for a fighter to hang on to decent loot than a ranger.