Rogue type fun.


Pathfinder Online

Goblin Squad Member

Was just wondering if anything has been said about how much freedom a rogue may find in the realm. For instants in pnp my rogue could walk into town find a nice shop/vendor stall, and with a little bluff here, distraction there, quick slight of hand here, and a "thanks have a nice day" later walk away with some "free" goods.

So as a rogue am i stuck being the sneaky guy the picks all your lockboxes or can i actually run around taking stuff from people that don't pay close enough attention to their backpacks?

Cause if Copasetic can't have some good old fashion rogue shenanigans then i'll just have to play a wizard.

Goblin Squad Member

Dotting.
I wanna see if I can make a rogue that actually does rogue stuff, and isn't just a "sneak attacking trapfinding dungeon scout"

Goblin Squad Member

Pickpocketing PC's is definitely out. Stealing from PC houses is also out.

We don't know about NPC's. I hope it's possible as another way to pick up chaos points without murdering/going evil.

Goblin Squad Member

I wasn't so much wanting to make PC's life harder. with the pnp rogues i've played it's mostly the shopkeepers that got the brunt of my shenanigans.

I also remember reading somewhere that even in death players coin stays with them so i knew that part and with housing if it's supposed to be a safe place for your stuff then i wouldn't expect to break in and rob people.

But as a rogue i would need more then just stealing coin from goblins for immersion.

Goblin Squad Member

avari3 wrote:
Pickpocketing PC's is definitely out. Stealing from PC houses is also out.

That's really too bad if true. The houses part I understand, if a player is offline they should not be able to be stolen from. However, PC's should be able to pickpocket, with a skill check from the other player to potentially be caught. Just a small amount of coin with each successful pick, with each successive attempt becoming more difficult to pull off without detection. It gives a great RP reason for PVP (catch someone picking your pocket, they have given full consent and you do not lose alignment if you kill them).


Things work a little diffrent in the river kingdom. for all the people of being a non leathal highwayman need to start crossing their finger because it is clearly stated that proprty possesion in the river kingdoms are extreamly WEAK! taking something by force is not the same as stealing and grabing something in the wide open in front of hundreds of people including the items owner is not stealing. if you are too weak to protect your own possesions, you do not deserve to have them. now pickpocketing thats diffrent, that is stealing and I will warn you now that dwarves make closets inside their home just for the purpose of holding small boxes of hand's that were found in pokets that did not belong to them.

Goblin Squad Member

since there is crime, alignment, reputation, consequences and non-concentual interactions in the game, i'm tempted to say 'why not'.

-the amount/items you could actually steal from a pc should be very limited,
-alarm spells or similar should make it fairly easy to guard yourself. Traps should also be available.
-repeated attempts could be (near) automatically detected,
-settlements (including NPC ones) can have kill on sight laws against pickpockets,
-detected pickpockets get reputation loss (and become more chaotic) even if they get away.
-AFK characters should be somehow off limits, or rep loss should be much higher from stealing from AFKs.

If there is a way of manipulating what is likely to be taken from you, this could become the first MMO I played where pocket lint is actually a useful item...

Goblin Squad Member

Just a little bump cause i was hoping for a bit more discussion on this.

Goblinworks Executive Founder

Mostly because if there is a counter-skill to pickpocketing a player then that skill will become a "must have" skill and everyone will train it further making rogues upset. If there are no player counters then pickpocketing becomes a "must have" skill due to the free money or the ability to "retrieve" your stolen coin back.

Even if some mechanical balance was reached then the players would simply stop carrying coin on them and will only remove it from a safe place when they absolutely have to (quite possibly under heavy guard). In the end the only players being pick pocketed would be the very new players. This would not be a very good intro to the game; having a new player lose the few bits of coin they managed to earn while not knowing where a safe place is, friends to protect them, or possibly that they could even be robbed.

Players stealing directly from other players never ends well at the table-top and I expect it to end even worse online as the targets are rarely your real-life friends.

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