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*Pathfinder & Starfinder
Long Term Pickpoqueting
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<blockquote data-quote="Arkhandus" data-source="post: 3442941" data-attributes="member: 13966"><p>I really don't see why people are suggesting <strong>not</strong> using Sleight of Hand as the main skill for this pick-pocketing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> <em>*mind boggles*</em></p><p></p><p>You could use a Sleight of Hand check once per week and treat it like a Profession check in terms of results (some amount of silver pieces or whatever, I forget what the Profession skill says exactly), opposed by some Spot check representing the average victim's chances of noticing (just roll one Spot check per week like this). If the Sleight of Hand check beats the Spot check, then the Rogue makes money as per the Profession skill perhaps; if the Rogue's check wins by 5 or more points, he or she might earn double the normal amount.</p><p></p><p>The Spot check should probably be based on the average victim's modifier; say, if the Rogue wants to try his luck among the wealthier parts of town, the Spot modifier may be +10 or +12 (assuming you're not a high-level group right now; if high-level, then they might be in an area frequented by other experienced people or very observant guards, in which case the Spot modifier may be +15 or +18 instead).</p><p></p><p>If the Spot check equals or exceeds the Sleight of Hand check, assume the Rogue is caught on one or two days but escapes, making no profit on those days but still getting some valuables on other days of that week. This would probably mean he or she gets half the normal amount from the Sleight of Hand check. If the Spot check beats it by 1-4 points, say the Rogue gets caught several times and narrowly escapes, making only a little money (one-fifth or so of the normal amount for his skill check). If the Spot check beats his or her Sleight of Hand check by 5 or more points, say he's caught at some point during the week and thrown in jail (or stocks/pillories, or an empty well/pit, or a dungeon, or whatever the locals use for keeping captured criminals out of trouble).</p><p></p><p>How your town's authorities deal with thieves is up to you; in some places they may chop the thief's hands off, or just a few fingers; in other places, they may confiscate all of the thief's money, gems, jewelry, and precious stones, then set him or her free after a few days in the jail/stocks/whatever; and in other places, thieves may be punished by being publically abused, humiliated, and left to suffer for a few days or weeks with little food and little water, until finally set free; all of the thief's possessions might be confiscated by the authorities to repay the victims or pay the salaries of the town guards, or just some of the thief's money may be confiscated to be returned to the victims and pay for the bit of food, drink, and time spent by guards in keeping the thief alive and imprisoned until his or her release.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3442941, member: 13966"] I really don't see why people are suggesting [B]not[/B] using Sleight of Hand as the main skill for this pick-pocketing. :confused: [I]*mind boggles*[/I] You could use a Sleight of Hand check once per week and treat it like a Profession check in terms of results (some amount of silver pieces or whatever, I forget what the Profession skill says exactly), opposed by some Spot check representing the average victim's chances of noticing (just roll one Spot check per week like this). If the Sleight of Hand check beats the Spot check, then the Rogue makes money as per the Profession skill perhaps; if the Rogue's check wins by 5 or more points, he or she might earn double the normal amount. The Spot check should probably be based on the average victim's modifier; say, if the Rogue wants to try his luck among the wealthier parts of town, the Spot modifier may be +10 or +12 (assuming you're not a high-level group right now; if high-level, then they might be in an area frequented by other experienced people or very observant guards, in which case the Spot modifier may be +15 or +18 instead). If the Spot check equals or exceeds the Sleight of Hand check, assume the Rogue is caught on one or two days but escapes, making no profit on those days but still getting some valuables on other days of that week. This would probably mean he or she gets half the normal amount from the Sleight of Hand check. If the Spot check beats it by 1-4 points, say the Rogue gets caught several times and narrowly escapes, making only a little money (one-fifth or so of the normal amount for his skill check). If the Spot check beats his or her Sleight of Hand check by 5 or more points, say he's caught at some point during the week and thrown in jail (or stocks/pillories, or an empty well/pit, or a dungeon, or whatever the locals use for keeping captured criminals out of trouble). How your town's authorities deal with thieves is up to you; in some places they may chop the thief's hands off, or just a few fingers; in other places, they may confiscate all of the thief's money, gems, jewelry, and precious stones, then set him or her free after a few days in the jail/stocks/whatever; and in other places, thieves may be punished by being publically abused, humiliated, and left to suffer for a few days or weeks with little food and little water, until finally set free; all of the thief's possessions might be confiscated by the authorities to repay the victims or pay the salaries of the town guards, or just some of the thief's money may be confiscated to be returned to the victims and pay for the bit of food, drink, and time spent by guards in keeping the thief alive and imprisoned until his or her release. [/QUOTE]
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