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 Post subject: Modification to 'plant' skill
PostPosted: Mon Feb 04, 2008 12:26 am 
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Joined: Sun Feb 03, 2008 12:13 pm
Posts: 148
I'd like to suggest a minor tweak to the plant skill. It may make the skill more useful for subterfuge and deception if you can plant items into a container that the target character is holding/wearing. I think appropriate penalties to make this achievement difficult would be in order, if you like the idea.

Perhaps make adjust it to something like:

plant <object> <victim> <container>


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PostPosted: Mon Feb 04, 2008 12:43 am 
If such an alteration is made, it should be made far more difficult to succeed. I'd notice if someone tried to put something in, for example, my pants.


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PostPosted: Mon Feb 04, 2008 12:46 am 
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I don't think pants usually come in a container varieties, but I could be wrong. Regardless of that, this change would be aimed at things like satchels, backpacks and other common containers.

I was also thinking that if a container were closed, it would automatically fail and alert the victim of the attempt.

This modification could even be useful (and certainly unwelcome to all but rogues) for the steal skill.


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PostPosted: Mon Feb 04, 2008 12:50 am 
They don't, I'm using an example because I don't often carry satchels around :P

JUST MY MAN BAG.


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PostPosted: Mon Feb 04, 2008 12:52 am 
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Is this support for my idea? If it is, I'll go support your whistle thread with a post or two.


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PostPosted: Mon Feb 04, 2008 12:53 am 
Conditionally, yeah.

To clear it up, I support this idea, if it's made a lot harder for the plant skill to succeed. There should also be a check to see if the container is open. If it's closed it has automatic failure.

This would actually give a point to the close <container> command.


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PostPosted: Mon Feb 04, 2008 12:54 am 
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Joined: Sun Feb 03, 2008 12:13 pm
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Exactly my thinking.


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PostPosted: Mon Feb 04, 2008 1:52 am 
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Immortal (Inactive)

Joined: Mon May 08, 2006 9:36 pm
Posts: 726
Location: Coiled patiently beneath your tongue
It does sound like a fun idea. And I'd agree that adding a 'container' argument ought to add a penalty to the skill check, in contrast to the standard difficulty of just sticking it into the victim's inventory.


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PostPosted: Mon Feb 04, 2008 4:59 am 
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Joined: Sat Mar 02, 2002 4:00 pm
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Location: New York
Sounds like an interesting idea.

Beware of people planting really large rocks in others' backpacks and making them unable to move/flee, though.


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PostPosted: Mon Feb 04, 2008 5:41 am 
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Joined: Fri Jan 17, 2003 5:21 pm
Posts: 1174
Location: Dänimarka
I can agree with the plant check, granted that closing containers would make it impossible, and that the skillcheck be made considerably harder. But making the same change for steal would very much change some pvp mechanics, perhaps not directly, but indirectly at least. Having to close your container is one more command you have to fire before you can grab stuff from your backpack and quaff/wield/wear/recite or whatnot.

Not saying that it would necessarily be a bad idea, but just saying that it should be considered duely, as the matter of cleaving pole-axes should've been.


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