Pick pocketing in cRPGs
Posted: Fri Dec 12, 2008 7:46 am
So I've been playing some IWD2 and my thief got a level up. Naturally, I invested those skill points into thief skills without thinking. Then it hit me: why do I always put those points into pick pocket skill when I hardly ever (probably never, really) use it?
Well why don't I use it? The best way to find out was to try it out; the halfling thief in my party had an easy job stealing a couple gold pieces from random unimportant NPCs, but when he tried pickpocketing those semi-important ones, I had to reload the game to make it work (his skill wasn't exceptionally low BTW). To get anything worth mentioning from the big shots required a great number of tries (reloads) or it simply wasn't possible at the level of skill my thief had at that point.
This brings me to my question: although it's a neat skill when you think of it, using it in practice is impossible without ruining the idea of RPing or feeling like a cheat even if that aspect of the game isn't a primary one for the individual playing it. To me for example, the game shouldn't be reloaded for as long as there is a single party member alive - that's what makes the whole thing appear more real and fun after all, it sort of alters the experience on each playthrough. It is apparent however that when the whole town turns irrevocably hostile there is little point in going any further.
For these reasons I can't understand why did they put this skill in cRPGs. I don't know how it's handled in tabletop RPGs but I'm sure there is a more elegant solution as to what happens after a failed pick pocket. Feel free to discuss or maybe give me a tip based on your personal experience in using that skill, I'm not exactly sure how to and I'd like to give it a shot this time.
Well why don't I use it? The best way to find out was to try it out; the halfling thief in my party had an easy job stealing a couple gold pieces from random unimportant NPCs, but when he tried pickpocketing those semi-important ones, I had to reload the game to make it work (his skill wasn't exceptionally low BTW). To get anything worth mentioning from the big shots required a great number of tries (reloads) or it simply wasn't possible at the level of skill my thief had at that point.
This brings me to my question: although it's a neat skill when you think of it, using it in practice is impossible without ruining the idea of RPing or feeling like a cheat even if that aspect of the game isn't a primary one for the individual playing it. To me for example, the game shouldn't be reloaded for as long as there is a single party member alive - that's what makes the whole thing appear more real and fun after all, it sort of alters the experience on each playthrough. It is apparent however that when the whole town turns irrevocably hostile there is little point in going any further.
For these reasons I can't understand why did they put this skill in cRPGs. I don't know how it's handled in tabletop RPGs but I'm sure there is a more elegant solution as to what happens after a failed pick pocket. Feel free to discuss or maybe give me a tip based on your personal experience in using that skill, I'm not exactly sure how to and I'd like to give it a shot this time.