Amending Awkward Group Interactions: Thieves
Posted: Sat Dec 17, 2016 6:29 am
Hi! I was wondering if there could be any amendment made to raise the quality of life of a thief (or any hidden, sneaking character) grouping with others. As it stands, the party can't really do anything to keep up with a thief and a thief can't really do anything to keep up with a party: following while sneak/hide removes the stealth, denying sneak attacks and sometimes drawing aggression from mobs that ought to be avoided.
Some potential solutions:
-- Make sneak = speed walk, follow not remove you from hide.
---- This one has some precedence (it worked this way previously) and honestly should be the case, with the counterbalances for following enemies already in place: a reroll of spot/listen vs. sneak/hide per room. The more you sneak/hide, the more likely you are to get caught (without a strangely implemented bonus/negative trade-off). Getting caught by a friendly isn't so bad, and wouldn't necessarily hinder your adventure, but if you decide to spy/stalk follow someone, this would balance it out.
OR
-- Allow partied members an echo covering the movement of a thief
---- "You see a shadowy movement off to the [direction]."
This would send thieves ahead into danger, requiring them to "set up" before their party arrived. It poses significantly more danger to the party and the thief in question, but does get the job of easing group play done.
While I understand that there are situations where a thief might get separated and have to make the choice between a flashing amulet and going it alone, those things would still happen if separated by more than one room. I feel currently, it puts a large burden on the thief to play very hard and his companions to have to play hard with him. Equal consideration is paid to clerics/wizards by way of their AoE spells and the group mechanic, and other classes really don't have to deal with this type of party-gaming situation.
Some potential solutions:
-- Make sneak = speed walk, follow not remove you from hide.
---- This one has some precedence (it worked this way previously) and honestly should be the case, with the counterbalances for following enemies already in place: a reroll of spot/listen vs. sneak/hide per room. The more you sneak/hide, the more likely you are to get caught (without a strangely implemented bonus/negative trade-off). Getting caught by a friendly isn't so bad, and wouldn't necessarily hinder your adventure, but if you decide to spy/stalk follow someone, this would balance it out.
OR
-- Allow partied members an echo covering the movement of a thief
---- "You see a shadowy movement off to the [direction]."
This would send thieves ahead into danger, requiring them to "set up" before their party arrived. It poses significantly more danger to the party and the thief in question, but does get the job of easing group play done.
While I understand that there are situations where a thief might get separated and have to make the choice between a flashing amulet and going it alone, those things would still happen if separated by more than one room. I feel currently, it puts a large burden on the thief to play very hard and his companions to have to play hard with him. Equal consideration is paid to clerics/wizards by way of their AoE spells and the group mechanic, and other classes really don't have to deal with this type of party-gaming situation.