Ideally, any and all theft should have some hint or interaction.
It is a must for larger scale heists and damage (such as a massive battle).
Just because it's 'allowed' doesn't always make it right. And serial takers who just wish to skirt this rule (taking just one thing every day, or every so often without a notice or a means to find out who or why) will find themselves rubbing up against the 'be nice' rule. They should absolutely be mindful of this.
Can we talk about stealing?
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Re: Can we talk about stealing?
Maybe if you have a fixture in your inventory this could show when you're examined?
I mean if someone is lugging a stolen couch or table it should be pretty obvious.
I mean if someone is lugging a stolen couch or table it should be pretty obvious.
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Re: Can we talk about stealing?
Magical bags that handwave away people carrying things like entire forging stations are already a thing. While I agree in practice, I'd rather see it take a different form so we don't have people wondering why we can't see the greatsword and battleaxe you're carrying but we can see the couch.Wuthering wrote: Thu May 28, 2020 1:53 am Maybe if you have a fixture in your inventory this could show when you're examined?
I mean if someone is lugging a stolen couch or table it should be pretty obvious.
@NPC Logger - As for the question about if the clues are left behind how do you stop the intruder from taking them -> I don't know how much more difficult this is, but my idea was to put the clues spawning on the same trigger as a key-holder opening the door to a building and getting their mail off the door- the clues wouldn't spawn until someone with a key opens the door and lets themselves in.
The less time the intruder spends in the quarter, the more likely/numerous the clues, signifying that they didn't make sure not to leave any in their haste.
Bane's tyranny is known throughout the continent, and his is the image most seen as the face of evil.
-Faiths and Pantheons (c)2002
-Faiths and Pantheons (c)2002