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Pocket and Place
'Get' and 'Drop' in style.

Real short, real simple. Works exactly like 'get' and 'drop', but taking stealth/thievery into account to try and hide the fact that you're getting and dropping.

Ex. 1: You're slumming it in a bar during open mic night, and feel like strategically transporting equipment (or in this case, chyen) to an alternate location (aka, your pocket) without having everyone down your throat? 'pocket pile', and it magically disappears, for you to enjoy your ill-gotten gains later.

Ex. 2: You want to enjoy a collective freakout when a threatening letter suddenly appears on the counter of the Other Guy's favorite bar, with no evidence on who or where it came from? 'place letter'.

Hmm, I feel like maybe it would be best if there was a message that tells people an item appeared or disappeared, but doesn't say who it was or if it was someone hidden. That way it still allows this to be used while ensuring that it will provide RP and a decent amount of risk.
Just to dovetail off this idea and the discussion around stealth climbs (which were removed in a bug fix), while I recognize dev time is extremely limited and there isn't really the time budget to put towards new systems, I do think the addition of a general backend framework to let many (or any) verbs make individually tuned use-from-stealth skill checks would be an amazing addition and open up a lot of cool gameplay while allowing for much more fine control over how difficult a given action plus stealth should be, instead of the all or nothing binary we have now where you can either do it or not.

That said I do understand that going though and adding a secondary stealth conditional check to 20 different verbs or use contexts is not a small ask to make.

This was a separate skill in the mud I used to play (Lensmoor) and made thieving super fun, I definitely support this. Sleight of hand ftw!
+1 to this idea.

Now I will piggyback on it and beg that people with high enough stealth be able to draw/unwield items or weapons while hidden without it making you move around/be immediately seen every time. It's silly and takes away from the already lacking stealth play possibilities.

ALSO, the stealth/thievery version of 'get' should totally be 'swipe' ;)
I feel like maybe it would be best if there was a message that tells people an item appeared or disappeared, but doesn't say who it was or if it was someone hidden.

I actually think this should be a possible outcome of rolls made.

I roll to get or drop stealthily (I think this could be built off thievery or stealth as I can see arguments for both). Any one present rolls to see if they notice anything. Depending on how our rolls compare, it could be you notice nothing, you notice the item being gone but now how or who did it, or you spot me me doing the deed.

I think most already know that I don't think that there should be free and automatic defenses against things like this. I think that if a character wants to be good at spotting sneaky things, they should need to invest UE to combat it. Just like I don't think my PC should automatically get defense against attacks without UE being invested.

Maybe it's a thievery roll if not hidden and a stealth roll if hidden. Or maybe hidden uses two checks, one with thievery and one with stealth. Lots of options!

While this sounds cool, I really don't think thievery needs more ways to farm player gatherings for money. IC entertainers have an extreme turnover rate and low lifespan. Once someone can simply swipe tips from under IC entertainers, that will only get worse. The game needs more ways to reward going outside and socializing, not more ways to punish people for doing so.

Placing things covertly is fine, but being able to pocket tips at player events is going to get abused and cause more frustration for one of the more difficult and exhausting archetypes in the game.

I think I agree with that Batko. Though I do think anyone taking tips would be reacted *extremely* harshly upon, so maybe it wouldn't be that bad? I'm not sure.
Once someone can simply swipe tips from under IC entertainers, that will only get worse.

Will it really you think, the beginning of the IC death of the entertainment industry? Because if so, I have terrible news for you.

You can pickpocket entertainers after they've picked it up, yes, but that is limited by the 1/day rule and you do not get *all* of the money, like you can with this new proposed mechanic.

If that is what you are alluding to.

That is an interesting edge case for sure. I don't personally think that it is likely to become a abused scheme that kills entertainment but my guess that it's not is just a guess.

Also, while I know a lot of players love their entertainers, it's a take it or leave it aspect of the game for me. I think they do some good for the game but I personally barely have tolerance for the ten thousandth party, strip show, fashion show, art gallery and whatever else. It's never been an aspect of the game I cared much for outside of the possible conflict it can generate and I'm not sure it generates all that much. I'd almost rather always do other things. Entertainment simply isn't, in my opinion, some holy and essential part of the game who's preservation needs to trump other fun.

And, once again, I am not sure why protections against this needs to be free and baked in for everyone. If entertainment events start to et attacked players start employing guards. If they start to get robbed stealthily, why not hire a sneak to catch a sneak? Why do we force players to cope with some adversities while simply baring others?

I find the anti-sentiment a little bonkers. Why are people leaving tips for guitarists like they're pole strippers, on the floors of bars, in crowds, unwatched? Couldn't this be a place where bartenders or bouncers would thrive? Blah, blah… antagonism is the point, isn't it? Cooperative competition? I dunno. I love this idea, surprised it isn't in already.

While we're here, covertly manipulating a weapon, maybe putting a hand in your pocket etc?

Sure, cooperative competition.

Risking getting into the age old debate that hovers around thievery, this skill has more potential for abuse than most skills, a skillful dip has and will pass the point where they can enter a crowded club, dip literally everyone there, take the money off the floor while they're at it, and leave with a pile of progias and wallets and tips with none of the twenty people present actually seeing them.

Expecting players to just magically sprout another dip that pulls security for the event for a fraction of what they could make if they just did what the other dip is doing is kind of silly.

Whether you're personally interested in it or not, running events in the game is pretty important and does generate conflict. Anything that gets people out of their apartment has more potential to generate conflict. Thievery, in my eyes, especially with this suggestion, has negative potential for creating any conflict due to how it has been abused and will be abused.

At least if someone starts killing people, everyone can clearly see and react to it. Pickpockets simply siphon funds without ever being forced out of stealth, never having to interact with the players they are 'competing' against 'cooperatively' if they don't have to. The risk is leagues lower and it is much harder for anyone involved to actually prevent it, whereas preventative measures for murder are a dime a dozen.

Expecting players to just magically sprout another dip that pulls security for the event for a fraction of what they could make if they just did what the other dip is doing is kind of silly.

I know for a fact that some 'dips' at least claim to be very open to doing exactly this kind of work. I also know that not all PCs choose to only ever do the thing that might result int he most chyen being pocketed. Assuming that they also see this as being the best chyen making option.

Whether you're personally interested in it or not, running events in the game is pretty important and does generate conflict.

I could also say that, whether you like it or not, subterfuge, sneaking, stealing and the like are pretty important to the game and does generate conflict. I imagine we're both right to some extent. I am simply saying that it's important not to assume that everyone has the same priorities we do as things usually end up being a matter of differing opinions in terms of what is important and good for the game.

I don't buy that argument at all Batko. Packaging a self-serving defence of the status quo for weapon skill minmaxed characters as an altruistic protection of creatives? C'mon. That is scissors complaining rock is bad for the game and everyone should be paper.

A character could have put 100 UE in counter-stealth, but instead they chased that preem long blade letter grade and now they can't counter theft. Believe it or not those are the trade offs everyone else faces with other skill sets.

Considering the mechanical advantages of a particular stat alone, any dip willing to stick their hand in someone's pocket while in a populated club is risking plenty.
I don't see how it's a self-serving defense. My character hasn't been dipped in years at this point, I am just trying to save everyone else the grief of having to deal with abusive gameplay loops that I did have to deal with as a newbie. It's a little rough that you instantly assume everyone is covering their own necks on the forum.
Abusive gameplay loops? Really? I'm pointing out correctly that this framing of attack commands as being sterling righteousness while pickpocket commands are somehow immoral depravity is a product of many years of dominance in a single role and frequently seeing anything outside of that as a threat to the status quo.

Thievery is not bad conflict, nor bad gameplay, nor abusive or anything else. It's highly desirable and acts as a natural check on mixmaxing weapon attacks. Combat focused players have been attempting to cast themselves as the arbiters of what non-combat archetypes are valid and what gameplay is allowable for decades and this is just the latest example of it.

I don't think there's any objectively right way to do conflict. I don't think any skills should be a 'check' over others either - just play whatever you want. That being said, vatting can routinely make you lose way more chyen than the average dip can (most of the time).

In my opinion thievery is underutilized and actually is somewhat useless towards the midbie range of things, so if anything, a buff to it would make thievery based characters get utilized more in PvP.

To clarify, pickpockets (when they ARE abusive, though most end up being almost altruistic) are the most abusive to new or low UE characters out of any weight class in the game. Even if big bad endbie gets their pockets run by a pickpocket, usually they laugh it off, as the impact is miniscule. For new players, it's devastating. I was constantly targeted by pickpockets who repeatedly stole things for weeks straight with zero leads or interactions.

My first death was not as frustrating as it was to notice that the same pickpocket just grabbed my shit for the seventh day in a row with absolutely no recourse or knowledge being afforded to myself. I was frequently mugged and beaten and robbed, but none of that made me quite as fed up with the game as pickpocketing, as it had absolutely no additive value to anyone's story.

Vatting can make you lose way more money than dips do. But that's because the relationship to the victim is inversed for pickpocketing as it is for combat. Pickpockets target new players and low UE players because they are the easiest to pickpocket and, if they are new, they are the most likely to be naive enough to be walking around with things to steal in the first place. You can pickpocket players much more frequently than you can typically vat them (staff can and have intervened if you spam kill lowbies as well) and you will basically never be caught doing so, whereas combat always runs the risk of being exposed for an extended period of time and forfeiting multiple key bits of information that can be used to identify you.

Killing characters is more harmful the older and richer they are, because established players tend to wear or install their wealth instead of carry it in their pockets. The inverse is true for low UE characters. I don't want anything about current thievery mechanics to change, I just think they do not need what is essentially a buff.

I have seen a lot of talk recently about how 'abusive' pickpockets can be. I will admit that they CAN be abusive. But so can combat characters. So can other roles. This is why we have @rules 2.C (community harm), 4.B (Logging too many Murder/Death/Kills), 4.C (Five Finger Fanatics) and probably a couple others we could throw in there.

If someone is using theft in a way that damages the game, then they should be reported. What I find interesting is that this generally seems to be enough for combat but not for thieves. Instead there is this frequent demand for more restrictions on and strong push back against any expansion on stealth/thieving.

Did you all know that staff is informed of every theft and pick pocketing commited? That staff can and does monitor player wealth as needed? Even if you don't notice the sneaky thief abusing the rules, staff WILL.

I am not saying that we shouldn't carefully consider balance and theme when implementing mechanics. The more we can code things in and take the load off staff while not turning Sindome into another numbers chasing game with little to no RP, the better in my mind. But I am not a fan of proactively punishing a player in the form of sever restrictions on what they can do is desirable. Sure, some of it is going to happen but I would prefer to minimize it as much as possible.

For new players, it's devastating. I was constantly targeted by pickpockets who repeatedly stole things for weeks straight with zero leads or interactions. My first death was not as frustrating as it was to notice that the same pickpocket just grabbed my shit for the seventh day in a row with absolutely no recourse or knowledge being afforded to myself.

And that experience has clearly shaped your worldview because you've been a ceaseless campaigner against stealth mechanics since then, but I would hope with the benefit of hindsight you would realize your circumstances were of your own making.

Much as a player who pours all their UE into Artistry and CHA will feel being attacked by a combat character has no recourse or interactions, you focused a skillset to get yourself into a combat role as quickly as possible and left huge weaknesses in your build for others to exploit. You saw the thefts as unfair exploitation and punishments for no reason, but never appreciated the muggings and murders you've avoided over the years as being the rewards you reaped.

This perspective is valid as far as yourself, but it is myopic to the game at large and I suspect if you ever play another archetype you will have a greater appreciation for the huge and outsized archetypal advantages you enjoy now and have for many long years now.

0x1mm, you're making a lot of assumptions (mostly wrong ones) about my character stat sheet in this thread, and you're also just trying to paint this whole disagreement as me protecting myself, which is just wrong, because as I said, pickpockets do not affect my character as an oldbie in any way that would be even a tenth as frustrating as it was back then. I don't even care about stealth, I actually like stealth and have used it plenty, what I do not like is people being able to punch down on newbies while never leaving the safety of stealth. That's an issue with thievery, not with stealth.

Charismatic characters do have recourse though, they are infinitesimally more likely to get information on who killed them and hire a solo about it because combat characters aren't invisible while doing the deed. In my experience, some of the most bloodthirsty characters who want to hire a solo about everything are non-combatants. People who get dipped just cry about it.

In addition to my personal experience informing my view of it indeed having potential for abuse: the skill has been intentionally limited mechanically for a reason. This suggestion to be able to steal things from a room cannot be policed in the same way that the skill currently is policed by the rules surrounding it.

You are limited to one theft per person per day because, again, it was abused in the past. There is no way to objectively quantify who is being stolen from in this scenario, making it basically free game for the same kind of abuse that had to be adjudicated against in the past.

Thievery does not take all the chyen in your pockets because it's balanced by the skill. Would you only be able to steal some of a pile of chyen? Would it be limited one attempt per day like pickpocketing a player is? Would you be able to pickpocket the same player for the same money that they just picked up after you stole from the pile? Would that be circumventing the one theft per player per day rule?

These new mechanics have to fit into the existing balance structure and rules of the game. I mentioned this earlier in the thread and I should have been more clear about it instead of going off on a tangent about why pickpocketing has potential for abuse.

Combat was abused in the pas as well. I just find it interesting how differently things were handled.

And you've been a ceaseless campaigner for the skills you enjoy, 0x. You aren't any different than batko in this regard, none of us.

I think batko's main concern is the lack of rp a newbie (and a lot of people) gets during these situations. Once is whatever twice an okay. Third time isn't the charm. I'll say as someone who has gone through the newbie experience recently that the lack of rp before during or after a dip came through was disappointing. I don't personally think theft or theft area skills need additions or buffs

Or debuffs. But I do hope at some point the dips who don't offer some type of even minor interactions for new or even older characters will rethink that approach.

Sorry for typos on phone.

Campaigning for skills (many of which I don't even use), especially historically underappreciated or weak archetypes is not the same thing as framing whole gameplay niches as abusive. It's an out of line claim to have made and especially egregious coming from a position of power and within the safest of safe status quos.

The game is massively skewed towards the benefit and stability and primacy of pure combat archetypes not out of well hewn and considered balance but because these archetypes have dominated within the veteran player and staff population and no one wants to rock the boat. See any thread where new combat hacking abilities have been suggested and see the howls about how unbalancing it would be.

You don't see immies complaining about murderers like they do for thieves, not because their murder is so much more palatable to them as players but because they don't want to die again. Thieves are less dangerous and therefore safer points of complaint, see the previous argument that killers see thieves as below them and therefore invalid gameplay when they're countered by them.

I guess I should not be giving any opinions on anything since I have played a combat character. I'm a little tired of people saying pickpockets are underpowered or underrepresented, and I am tired of people saying combat characters are dominating. Three years ago there were a plethora of max UE pickpockets, and more than one admitted IC that they did not pickpocket people as much as they could because they felt it's unfair, which was undoubtedly some form of bleed from knowing that what you are doing is usually a total RP dead end that earns you more money than most players get from the supposedly overpowered, all-encompassing combat archetypes.

Combat characters require vastly more investment and risk than thieves. They lose vastly more and gain vastly less. And even though you seem to be confident that thieves being buffed is some kind of strange kryptonite that will topple the combat empire, that's simply not the case. The only people this will affect are new and low UE players. The only reason why thievery is underrepresented right now is due to the natural ebb and flow of the game. Everyone likes to talk about how long blades are OP, but a majority of combat characters currently use guns, does that mean guns are dominating the game and long blades need a buff because they're picked on and underrepresented?

No, that's absurd. The archetype is fine as it is and has great potential for earning and for roleplay, but it historically focuses on the former, not the latter.

I guess I should not be giving any opinions on anything since I have played a combat character.

That would be an exaggeration. I would say rather that you're removed so far from the general player experience and especially from the new player experience, and have been for so long, that these objections are mostly theoretical based on worst-case scenarios, or historical, based on what happened to someone years and years ago.

But by all means re-roll a thief and prove out the thesis that thievery is OP.

If I thought it was overpowered, I would call for it to be changed as-is. I don't think it needs anything making it even better. You also haven't addressed my concerns about this addition being at odds with existing rules around the skill, you've instead just decided to attack me and attempt to discredit my argument based on my character, which again is very silly because this affects my character the least.

I don't think combat is overpowered. If people started campaigning for the ability to damage players while maintaining stealth, I would have the same response that I have exhibited in this thread. If people started asking for combat to go faster instead of taking time between attacks to give people a chance to respond, I would exhibit the same response. It is fine where it is and does not require any mechanical boost right now.

I'm not attacking you. I would more say I'm annoyed because this has always been such a staunch position held by some long time combat focused players and I feel like it is based largely on impressions and half-memories and rumours rather than actual knowledge of the mechanics. You've twice here argued that something that exists already would be OP to add.

it's so frustrating seeing this same trend of the strongest archetypes in the best supported positions having so much sway over the direction the game because that has been a major factor in the periodic stagnation that has occurred. If we were seeing ubiquitously powerful techies or thieves or other niche archetypes dominating the game it would be a different story and I applaud the players who have made narrower archetypes work within the confines of the end game because they are truly the best examples of excellent roleplayers – but they are a minority.

Having stealth mechanics that are the norm in most other games is not some forbidden third rail of game design, it will not kill people to spread their stats out a little to deal with it, in fact it will be beneficial to the overall meta design of the game.

Self policing is an option.

Combat characters are expected to police (and arguably have to some degree or another, where GMs haven't had to involve themselves to correct errant behavior).

Pickpocketing or "pocketing" a single prone individual should be a subject of self policing, and not necessarily a barrier for implementation. I'm all for mechanical/programmatic solutions, but this one kind of falls in line with other systems. There's significant roleplay benefit to the proposed mechanics outside the cautioned abused that I think it's worth a try.

Please keep your posts civil or I will lock this thread. The ideas being proposed here are very interesting, and it's good to see all the different perspectives, but be cool.
Dips being able to silently grab items off the ground is a feature that seems common sense to me. There would be ways to prevent them from actually pulling it off as in my experience unless a character has invested an uncommon amount of UE into thievery detecting them is actually really easy. If all of the characters in a busy club somehow manage to miss what's happening I don't see any reason for a dip to not get away with this.

If there's concern then a bouncer who's trained to be a counter dip can be hired at a club and this also provides more work for a character who will most likely be a lowbie to midbie.

I don't see potential for abuse with dips nearly as much as I see the potential for them being destroyed either. If a character is found to be a dip as soon as something gets stolen they're the first suspect and whether or not there's evidence there's a high chance they'll be at minimum confronted over it and likely by characters vastly more powerful than they are. I have witnessed one dip being targeted for the work of others as well.

You can make chy with the archetype but if you are ever caught and aren't able to take measures to secure your anonymity down the line it's actually one of the worst experiences you can have on the game.

I will add that, in my experience, it takes more than a paltry investment to combat a character fully specializing in stealth and/or thievery. It's a bit like combat code. The character who invests every point of UE into 2-3 combat skills and supporting stats will likely be able to handle most any character who just throws a few months UE into combat skills.

My impression based on my experiences to suggest that learning to defend against stealth/thievery isn't quite as harsh in terms of investment required but I don't want to give anyone the wrong idea. There will likely always be a couple characters who can outroll you in particular contest. But you can counter a large number of them with what I would consider to be a reasonable investment.

And as I have mentioned before, consider making allies of those who do truly specialize in these things. Or hiring them. There is even a command built into the game for this kind of scenario. That encourages this kind of teamwork.

I want to put this out there because I can't count the number of PCs I've come across who get mugged by a combat specialist, get talked into learning to fight because that's a massive culture here, spend months pouring UE into something they never really wanted to make a part of their character concept and eventually realize that they will never be able to beat the specialist. The same is true of any system using contested rolls. Though, again, I feel stealth/thievery is a bit more forgiving here than some.