DraQ
Arcane
Pickpocketing becomes very useful when instead of just getting some extra cash you want to do something in particular - like obtaining a crucial item, depriving someone of crucial item, planting something on someone for whatever reason. The possibilities are awesome and numerous.Thieves stopped being a thing because pickpocketing was never, ever useful in any game ever. There's a reason the term is associated with starving children and not blinged out crimelords. Only a desperate person would even bother trying such a thing.
And do mind that a well designed storytelling has heroes not as blinged out whatever (yeah, I know they usually end up that way) but usually a band of ragtag underdogs.
Another problem with pickpocketing is that few games implement it as anything beyond "roll the dice to see if you broke the game by making everyone hostile forever".
True, but you can have degrees of stealth. Sneaking up to scout on a bunch of hostiles, generally not making noise when moving in a building or positioning yourself before battle is one thing, sneaking right behind someone and their friends, close enough to stab them or take something of theirs is a whole other thing.Sneaking is more useful but also something any adventurer should know how to do.
Picking locks is herp because derp.Picking locks is very circumstantial. Chances are the good shit isn't locked in a gigantic chest. If something is useful, it's probably being used. Locked doors can simply be broken And besides, if something is locked, someone has the key somewhere (or they should... the number of games where there are locked chests everywhere filled with stolen loot... which the bandits themselves have no way of opening... is retarded.)
If there are any delayed perks of nondetection then bashing anything puts you at disadvantage - not everything is about stabbing outlaws. Most interesting stuff that can happen in a cRPG is when you are moving against an organization that's well integrated into society and has sufficient muscle to just smash flat a group of 1-6 dudes attacking them openly. This organization can be your primary target or just third party neutrals that have something you need but aren't giving it to you willingly.
In case of just a bunch of evil dudes no one minds being sliced apart you can always pull an excuse of the guy with the key not being around at the moment and not willing to entrust the key to their underlings - place a few messages or NPC conversations around and you're set.
Chests containing worthwhile stuff can also be trapped in a way that destroys their contents when opened forcefully, or those contents can be naturally fragile.
In a way everyone being capable of basic stealth helps here because it allows stealthy approaches to involve the entire party instead of just being thief's solos.
Of course, actual archery is VERY strength dependent, so it doesn't really fit the skillset of a shifty street-smart guy with a knife in his boot.This is just a wild guess, but the archer-thief archetype could be due to Robin Hood or maybe due to the fact that both archery and traditional thief skills such as pickpocket and sneaking are usually dependent on agility/dexterity. Plus thieves are usually more fragile so it would make sense for them to use ranged weapons.
That's a problem with shitty DMs, then, not rules or editions. Thieves are (were) the only class to be able to instantly be able to blend in with the general population because their equipment was minimal and easily concealed.
If only any cRPG actually made it matter.
Sorry, but no, that's bullshit.See, thieves/rogues/intelligence officers - the only reason that that class has for existing is that they have access to skills that no other class has. They are the specialist class - weak at regular adventuring, but someone you cart around for when their specialty comes into play. Thus, they only realistically exist in rigid, class-based systems where no one else has those specialty skills. So, once you go skills, once you shift all of the class's specialty skills over to regular skills that anyone can take, then the class no longer serves a purpose, because those special skills can be shared out amongst the rest of the party and then that character slot can be filled with a more powerful adventurer who will make the party stronger. (Which is not to say that thieves could not still be effective in this new environment, just that the party is more effective if they aren't there.)
That entirely depends on:
- How many distinctively useful utility skills there are?
- How many distinctively useful combat skills there are?
- How many skills can a character reasonably specialize in?
- What is the max and expected number of party members?
- What synergies exist between skills?
And by noticeably nerfed I mean that your two thieving fighters won't be nearly as good fighters and/or thieves as dedicated characters (you will still get both to act in combat so it may balance out).
Of course, that depends on actually building both mechanics for those distinct skills and interesting content allowing their use rather than just plopping down a bunch of mobs that can be stabbed for massive DPS.
And so, out of and , the dreaded Daggermonk was born.He is no rogue, though, nor assassin. Those names have no more relation to what he is now than "thief" does. Today, he is a martial artist, skilled in anatomy and the targeting of weak points in the body, thus allowing him to do mega-damage whenever he gets in a good strike, as well as potentially applying a myriad of effects when he does land that blow (such as bleeding, broken bones or a build-up of bile (poison) by striking a gland). No need to even use sneaking for such abilities, since it not through the means of stealth that these abilities are used, but are instead effects of distraction and combat control - ie the skills of the martial artist.
Morrowind had its share of awful and lulzy bugs like blind giving the PC to-hit buff instead of debuff like it did NPCs, pickpocket formula being borked or unarmored not working without at least a single piece of armor, but BGs seem to be built from this shit, from AI stopping proccing when out of sight, to baby* stealth (cover your eyes to become invisible).Equip the Boots of Blinding Light of Maximum Invisibility.
I think this is a case for the world being an illusion and the blindness of self leading to CHIM.
*)
CBA to look up what was the name of that creature from the Hitchiker's Guide.
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