Money for a theft attempt?

biotech66

Explorer
I have a few players who, while the rest of the group is buying their items, want to go and steal some money. If these players, instead of stealing from specific people, want to walk around and steal form random people, what DC's should these people need to hit and rewards should they get to get some money? Any thoughts?
 

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I would do as follows:
DC: 15+2d6 (+1d4 per prior attempt)
Haul: 1d12 Copper, 1d8 Silver, 1d2 gold.
If they beat the DC by 5 or more add +1d4 Gold

Reasoning, most of their targets are poor people who keep track of what little they own.
This also limits the times per day that it can be used.
 
Last edited:

biotech66 said:
I have a few players who, while the rest of the group is buying their items, want to go and steal some money. If these players, instead of stealing from specific people, want to walk around and steal form random people, what DC's should these people need to hit and rewards should they get to get some money? Any thoughts?
Do it like a Profession check - you get the result in gp after one week of various pick-pocketing.

If you want to go more into house rules territory, I'd do something like this, taking a note from Perform:

Code:
[b]DC[/b] [b]Result[/b]
10 Minor pick-pocketing, earn 1d10 cp per day.
15 Pick-pocketing merchants, earn 1d10 sp per day.
20 Targeting wealthy individuals, earn 3d10 sp per day.
25 Stealing from nobles, earning 1d6 gp per day.
30 Stealing unabashedly, earning 3d6 gp per day.
Failure: If you fail a check, you draw the attention of local guards and watchmen, confronting you.

Cheers, LT.
 

Right make it a profession - pick pocket check. Just like any profession though - nothing special.

A skill check requires the right circumstances.

And then the "target" must have some money on them.

So the PC would need to do a check to find the right target (either a spot or gather information check) and then a check (PP) to pull it off. Rather time consuming - hence make them do a profession - pick pocket check instead. Force them to put ranks into the profession if they want to make a living off it (which is what they seem to want to do). The profession skill would encompass finding the right targets as well as being able to execute the skill.
 


My vote is for profession-style results. Remember that there aren't that many people with actual gold or silver, and those that have it tend to be very careful with it, so unless you want to be stealing a lot of copper, opportunities are few and far between.
 

I also concur.

If a character wanted to make money painting fences, then he wants to make painting fences his profession.

about the only time that pickpocketing is not a "professional" move is if the thief wishes to steal an item.
 

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