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Main Forums => Suggestions => Topic started by: Dr Dragon on October 12, 2010, 11:42:54 PM

Title: Remove the Drunken Tradesmen
Post by: Dr Dragon on October 12, 2010, 11:42:54 PM
Quite honestly I feel it reduces the value of Banditry and its quite frankly a joke that so many drunken tradesmen wander the alleyways after so many have been robbed.

Its a lame cheap easy way for evil pcs to make coins with little to no risk.
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Post by: Nightshadow on October 12, 2010, 11:45:14 PM
Hardly no risk, I've beaten down quite a few PC's on my stealthy characters for robbing them, and was once arrested for doing so myself.
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Post by: Talir on October 13, 2010, 12:15:23 AM
There is a risk involved in robbing them but certainly profitable to chaotic characters. I don't mind it being kept this way.
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Post by: Calculor on October 13, 2010, 12:33:30 AM
It just seems that way, Doctor, because everyone is too scared you'll just take it to the 100% max all over their faces, and so they leave you to it.





EVERY TIME.
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Post by: GoblinSapper on October 13, 2010, 12:51:08 AM
Quote from: Calculor;204136It just seems that way, Doctor, because everyone is too scared you'll just take it to the 100% max all over their faces, and so they leave you to it.
 
 
 
 
 
EVERY TIME.

ALL DAY. EVERY DAY.
 
TO THE MAX.
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Post by: Sewerlord on October 13, 2010, 01:04:37 AM
Very risky business.
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Post by: Nuclear Catastrophe on October 13, 2010, 06:27:04 AM
I kind of agree with the good doctor, mainly because none of you lot ever seem to bother alerting the DM team when you attack one.

Eh, kind of indifferent though.
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Post by: Joe Desu on October 13, 2010, 07:07:08 AM
I was never quite sure of the reason for them being there in the first place.  Is their main function to allow for chaotic ruffians and thieves to kill and steal without having to continuously attack PC's and get killed by a gank squad?
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Post by: 9lives on October 13, 2010, 07:13:30 AM
That, and it also provides something for people to react to.
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Post by: Egon the Monkey on October 13, 2010, 07:22:36 AM
I did suggest a while back that it might be cool to add an element of scripted risk in by having a 1 in 20 chance of them being a wererat on spawn :D.
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Post by: Dash on October 13, 2010, 09:39:53 AM
I like the Drunken Tradesmen. Gives another reasons for lawful pcs to patrol ruins and chaotic pcs to prowl them.
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Post by: Paha on October 13, 2010, 09:48:29 AM
I actually have used it as a leverage and I've also sought to take down people that have robbed them.

I do agree, people need to abide the rules. They clearly state to send DM notice when you go for it. It's simple and does not stop you from trying in any way.
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Post by: Nightshadow on October 13, 2010, 02:43:41 PM
What annoys me is how everyone insists that all these tradesmen are dead when they walk by them, when it clearly says in the description "Assume that this NPC is just knocked out if you come across him." I think this server has a problem with not bothering to read anything's description, to be honest. Anyway... If you're going to go out there mugging drunken tradesmen, here's what you should do, it works fine for me: First before entering the Warden's or Gobsquat Ruins, send a DM tell stating that you're heading out there and intend on mugging any tradesmen you see. Then once you find one, look around, see if the area is clear, drink see invis in case of random folks patrolling, then send another DM tell saying you're about to attack. After this, count to five, if no response is forthcoming, attack, and enjoy the loot. What you shouldn't do is fear a DM presence in this. Robbing a DM possessed tradesman may be more difficult (or easier), but it's funner, you're obeying the rules and you may get XP and more loot from it (I know the first tradesman I tried to rob, there was a DM who possessed him, he got away and made a sending offering gold for whoever brought me down, in the end I was caught and arrested, and thrown in the stocks, but I also got some good XP for it and had a lot of fun).
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Post by: Divine Intervention on October 13, 2010, 03:16:07 PM
I like these, a great way for thieves, brigands, cutpurses to be rp'd.  Mugging tradesmen is risky if you are seen, but also would a thief pc really try to rob powerful heavily armed adventurers or drunk merchants.  I agree with Egon that something to add more of a chance of being caught is good.
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Post by: tropic on October 13, 2010, 04:19:47 PM
Maybe they could have a pickpocket script as well, for less violently-inclined thieves. The way it is now, if a Stygian catches you robbing one and you try to run away, you're guilty of three crimes under the Trenadan code, which is actually enough for you to be executed or branded.
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Post by: SilentSouth on October 13, 2010, 04:43:46 PM
You say it is pointless for them being there because they contantly get robbed, but thats why they are drunken, for they fact that they have most likely gotten lost etc. Come on man don't complain about something that isn't causing no problems what so ever. They bring alot of fun.
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Post by: Craig210 on October 13, 2010, 04:54:06 PM
adding a random chance for it to be an ambush from other bandits would be sweet :D other than that, i see no problem with the current system, only the player's can change the results and make it more dangerous for the aspiring bandits.
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Post by: derfo on October 13, 2010, 06:41:00 PM
I think it would be cool if there were more types of 'drunken tradesmen,' like a lost duergar vendor during the day, guarded merchant who minds his own business but has more loot, or some sort of sewer freak emerging during the night, for some examples. I think this would help people aligned in different ways to stir things up as well. Nothing that necessarily inconveniences new characters trying to get around I guess, though.

A generic pickpocket check for some of them would be cool as well, as from what I know, that skill seems underutilized still.
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Post by: Paha on October 13, 2010, 07:03:19 PM
Seconded on Derf's suggestion. Great idea.
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Post by: Egon the Monkey on October 13, 2010, 07:37:19 PM
^ That. Currently, Pick Pocket is implemented in IMO a rather odd way. You can thieve from merchants, but it will never result in nearby Stygian NPCs busting your ass for it. Replacing that with the option to pickpocket the drunks would both promote use of pickpocket, and add a risk factor for the muggers in that they could use supplies and reveal themselves mugging an NPC who'd already had his gems lifted.

Also, agree on Derf's one. Options for example, for rebellious Good PCs to start out hitting "Necromantic Cultist" rather than l9 wizards would be cool.

EDIT: Just remembered this. I played a crook PC that got stomped to death by high level characters at L4 over suspicion of a couple of low-grade PC robberies. NPC targets do add a good way for notoriety and conflict that doesn't risk players taking it personally when the crime occurs. It's really difficult to run active crooks at low levels, as you can't defend if it all goes wrong. Also, I'd support more loot on the Bandits to encourage fighting them as a @patrol". Maybe reduce the number of pots on the Veterans and give them gems? They tend to drink their Cures.
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Post by: SilentSouth on October 13, 2010, 09:04:04 PM
Yeah awsome ideas derf and then the Bandit ambush is cool too cause its like they are using the tradesman as bait. I also kinda like the idea of one randomly being a wererat now and again, that would really scare the crap out of some people.