Posted by The Return of the Someone. (Part Three) on September 13, 2000 at 16:57:06:
In Reply to: Thief Ideas. posted by Humble Explorer on September 13, 2000 at 10:23:28:
> Howdy, > 1) Change a thieves "sneak" skill so that when sneaking, mobs can no longer track them. Assassins already have a different type of "hide" skill that allows them to hide in the wilderness... --Nice job. Some good ideas. Someone who is beginning to miss Rome's crazy ideas now...
> I had some ideas rolling around in my mind for thief changes. Any comments?
--I like it, except I dont see what the first sentence has to do with the second sentence.
> 2) Give them a skill called "bargin" It would allow a thief to sort of haggle a price with a mob to buy a piece of it's equipment. Similar to request, and difficulty based on level difference and alighnments. Price would depend on item sought.
--I would have to agree with the person who said it would have to be insane amounts of cash and that certain items would be unobtainable.
> 3) Give elder thieves (rank 40+) the ability to use staves and maybe wands. Hero level thieves have a hard time surviving against other hero ranked.
--I can see staves, but I can't see anyone but a mage using a wand.
> 4) Improve "pick lock" skill for thieves only. Bards and anti-pals can keep the weaker version. It would not open all locks, but open up some possibilities. (or let ap's and bards loose pick locks to make it unique)
--AP's do not deserve the skill IMHO(and you forgot assassins), but the idea behind improving their chance to pick lock sounds right to me. They are thieves after all, their job depends on how well they can break into places.
> 5) Give thieves an "envenom" skill allowing them to mix their own poisons to apply to weapons for a short duration.
--Theives are...well thieves, needing to poison their foes is not really what they need to steal something.. Maybe if instead you give them a skill to anesthetize a victim with chloroform(basically a 0 hour sleep used during combat). *shrug*
> 6) Give thieves a "climb skill" This would allow a thief to escape from "certain" trap types. Such al climbing out of a pit, avalanch, etc.
--I assume you mean no-exit rooms when you mean this.. In certain situations I can imagine this...but others make me wonder how a thief can get out of a pit whereas a transmuter who can fly and change form... cant among others..
> 7) remove a thieves dual backstab- it can be a little too effective, and turns thieves into assassins instead.
--Half of me agrees, and half of me doesn't. To tell you the truth, if theives lost dual backstab.. I would not fear them at all.
> 8) give thieves enhanced damage earlier in life.
--I agree.
> 9) (this was mentioned earlier by someone else...) Give thieves the skill "pry" it would allow a thief to get one item from an unconscious victem that they are holding or wearing.
--If you make there to be a chance that it will wake the enemy up and cause them to attack you...I agree.
> 10) give elder thieves a new version of hide allowing them a "chance" to avoid being seen by non-thieves with detect hidden.
--Maybe a type of hide to where if they dont move(kinda like finding a hiding spot), then no one can see them except higher level characters with detect hidden or only other thieves who also happen to know about the spot...
> 11) give thieves "dark vision", like rangers but forbid them to hide and sneak if they are wearing glowing equipment...
--Mechanicswise, I can see this... Though I cannot find a reason OOCly to give them it.
> Thanks.
> H. E.