FANGO said:
(...and just to voice one more small pet peeve of mine...I'm definitely not a fan of people who are offended too easily. Calm down...it was an observation, not an insult)
I'm not particularly offended, but I think you're incorrect when you imply that we're ignorant about crime. It was a tactless observation on your part, and I figured I'd point out to you how it distracts from the meat of your message. Take it or leave it.
Your remarks about different types of thievery are interesting. However, it's pretty clear from your post that you play a thiefly character: you seem to object to DMs' making thieving difficult:
I'm sure there is more to be said, and I could go on for a long while about this, but I think that just about every remedy that has been given in this thread so far is just going well beyond too far...let the thieves do their thing, it's what they do and what they're trained at and supposed to excel at, they don't get a lot of money from it (well, they can if they do it right ;-)
I disagree. Your post doesn't deal with the fact that, while thieves are professionals, they're in a high-risk field. Modern-day thieves get caught all the time and serve lengthy prison sentences. Thieves in a D&D world may face prison or worse: execution, torture, mutilation, slavery, etc.
In fact, a thief who becomes too successful is going to inspire nasty countermeasures of just the sort we're discussing here. If these aren't successful, then merchants are likely to hire someone to take care of the problem. Were I playing a thief, I'd be disappointed if the local merchants just kept sitting around like breathing ATMs waiting for me to make a withdrawal.
The discussion here isn't, I think, how to prevent thieves from "doing their thing." I think the discussion is properly how to provide challenges to thieves so that "doing their thing" is dangerous, unpredictable, and exciting, and how to model the reactions of the thieves' victims plausibly.
Daniel