Watch out, Bandits, that chest is trapped.


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Goblin Squad Member

I'll be rather surprised if true teleport spells make it into the game. They do terrible things to the concept of arbitrage and the hazards of travel.

Goblin Squad Member

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cartomancer wrote:
I disagree. We won't kill you anyway; we want high rep as much as y'all.

If you're already displaying that you're dishonest and dishonourable by robbing people, I have no reason to trust you. Unlike real-world crime which may often be caused by the desperate conditions of poverty, you're not really trying to feed a starving family, nor were you actually raised in an oppressive environment. Your character's very existence is completely voluntary, so your actions are the result mind/body dualism and non-causal free will. I will expect such an individual to do whatever is fun and convenient at the moment, so the only rational response is for me to make things as inconvenient and un-fun as possible when you're negatively affecting me. Trapped containers are just one way to do that.

Goblin Squad Member

An easy way to handwave Teleportation spells is to make them long, slow and expensive to cast, and due to the proximity of the World Wound might have a 'misfire' chance in which a Demon waiting for just such an opportunity hijacks your spell and uses it to bypass the barriers that keep the Demons contained.

A less 'save or suck' option would be that the World Wound is more active than usual, and as such Teleportation is un-useable, unless the caster is teleporting to a place with heavily entrenched enchantments designed to 'draw' teleporters to it, such as the Three major NPC factions or a very well built settlement with an advanced magic bent.

Goblin Squad Member

Keovar wrote:
so the only rational response is for me to make things as inconvenient and un-fun as possible when you're negatively affecting me. Trapped containers are just one way to do that.

An equally rational belief to hold would be that bandits, basically a rogue class, would be skilled in disarming traps.

But, for the most part, this thread is in my opinion a fight of fancy. I seriously doubt the system of cargo hauling will be this complex.


Keovar wrote:
cartomancer wrote:
I disagree. We won't kill you anyway; we want high rep as much as y'all.
If you're already displaying that you're dishonest and dishonourable by robbing people, I have no reason to trust you. Unlike real-world crime which may often be caused by the desperate conditions of poverty, you're not really trying to feed a starving family, nor were you actually raised in an oppressive environment. Your character's very existence is completely voluntary, so your actions are the result mind/body dualism and non-causal free will. I will expect such an individual to do whatever is fun and convenient at the moment, so the only rational response is for me to make things as inconvenient and un-fun as possible when you're negatively affecting me. Trapped containers are just one way to do that.

That's very well said. Some PvP player types get a real kick out of driving other players from the game.

If i can't put then in chains and sell them at the local slave market, then i will happily blow them up. Set a exploding trap on my person, loot my husk and BOOOOM!

Goblin Squad Member

@NineMoons

If you were the Big GW Kahuna, what would being a slaver entail? Where would you get your slaves?

Goblin Squad Member

@Keovar

My dear Sir Keovar, I give you my word that I will not steal from you, nor unlawfully wrong you.

If some dishonest dishonorable individual were to wrong you, I would certainly take up a lawfully binding contract to deal with said individual.

Traps and Contracts will be your friends against bandits.

"If you wish for one to Dread the Night, you need only Revere the Night."
--Vereor Nox


Bringslite wrote:

@NineMoons

If you were the Big GW Kahuna, what would being a slaver entail? Where would you get your slaves?

I'll keep this short and simple(don't wont to hijack this thread).

There will need to be slave gather kit.

Legal acquisition of slaves- Work on the bounty hunter system but with a big rep/alignment hit for the player who offers the bounty. Hunt down and kill the bounty and turn there husk in the slave.The subject of the bounty would suffer a rep hit,death curse or treat them as if they had been assassinated.

Illegal acquisition- Any npc kill/capture put in chains. I can also see slavers using the same means as bandits, ambush players, kill players and turn the husks into slaves(Treat the defeated players as if they had been assassinated).

Some sort of papers will need to be forged so they can be sold.

Not sure what benefits the Slaver flag would give, Better sale price the longer the flag has been running?

I can see that slaver-traders will be very popular PvP sport.


I suggested one way to keep player slaves (basically a way that gives the victim a chance to just 'opt out' and get killed), but was told it wasn't a good idea. I can't recall the exact reasoning, but I think it was sound.

NPC slaves will probably be the only option--and I am curious as to how those will work. Will we be able to enslave any enemy NPCs? Goblins? Orcs? Perhaps even more exotic creatures later on, like ogres, harpies and dragons?


Keovar wrote:
If you're already displaying that you're dishonest and dishonourable by robbing people, I have no reason to trust you. Unlike real-world crime which may often be caused by the desperate conditions of poverty, you're not really trying to feed a starving family, nor were you actually raised in an oppressive environment. Your character's very existence is completely voluntary, so your actions are the result mind/body dualism and non-causal free will. I will expect such an individual to do whatever is fun and convenient at the moment, so the only rational response is for me to make things as inconvenient and un-fun as possible when you're negatively affecting me. Trapped containers are just one way to do that.

A gentleman and scholar.

Goblin Squad Member

Bluddwolf wrote:
Keovar wrote:
so the only rational response is for me to make things as inconvenient and un-fun as possible when you're negatively affecting me. Trapped containers are just one way to do that.

An equally rational belief to hold would be that bandits, basically a rogue class, would be skilled in disarming traps.

But, for the most part, this thread is in my opinion a fight of fancy. I seriously doubt the system of cargo hauling will be this complex.

I think you can plainly read that I referred to a rational response, rather than a belief, and requiring bandits to develop perception and disable device skills is still a way of making things less convenient. Certainly you don't mind people keeping the bar high with many layers of protection?

After all, if it's easy to get a cut of everyone's work, then no one will work; they'll just turn bandit and production will stagnate or collapse. Too many thieves spoil the pickings for everyone, so you'd be better off to form a bandits' union and crush amateurs who trespass on your extortion racket.
I suppose that makes you a sort of post-hoc guard, but if people prefer to draw caravans through your territory because they can expect to pay one set fee for X hours or X hexes worth of safe travel in an area where random jerks aren't tolerated, then I guess that works. If you roleplay as villains of desperate cunning (avoiding real-world ad hominems and bigotry), so much the better.

Goblin Squad Member

Keovar wrote:


I think you can plainly read that I referred to a rational response, rather than a belief, and requiring bandits to develop perception and disable device skills is still a way of making things less convenient.

I don't see this as less convenient, but an expected skill set needed to being an effective bandit. Everyone will develop Perception and Sense Motive to their maximum when given the time. Disarming traps will just be one of our secondary skills.

Keovar wrote:
Certainly you don't mind people keeping the bar high with many layers of protection?

What I "don't mind" and what I hope for are two different things. I can't control what other players skill up in, or what tactics that they use. But I will always hope to have an easy time, taking a moderate or high value target.

Keovar wrote:
After all, if it's easy to get a cut of everyone's work, then no one will work; they'll just turn bandit and production will stagnate or collapse. Too many thieves spoil the pickings for everyone, so you'd be better off to form a bandits' union and crush amateurs who trespass on your extortion racket.

This is an accurate observation. I will say no more, other than, it is in the works.

"Keovar wrote:
I suppose that makes you a sort of post-hoc guard, but if people prefer to draw caravans through your territory because they can expect to pay one set fee for X hours or X hexes worth of safe travel in an area where random jerks aren't tolerated, then I guess that works. If you roleplay as villains of desperate cunning (avoiding real-world ad hominems and bigotry), so much the better.

There can be no set pays or expectations of what may happen during an encounter, for either bandit or merchant. There are just too many variables.

That being said, there may develop some minor level consistency in repeat encounters with the same individual.

Contracts on the other hand, will always be followed to the letter. If we are contracted to leave you alone, it will be so. If we are contracted to kill you on sight, we will do our level best to do so.

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