It's amazing how, um, unsavvy the NPCs are in terms of theft.
1. Using an invisibility skill (such as Walk in Shadows) or attempting (and failing) to enter Sneak mode within sight of an NPC should illicit the same response as trying to steal something within their sight they give you a light scolding, cancel the action (so you don't turn invisible), and their attitude decreases. This would encourage players to begin invisibility outside of sight range.
2. Coming out of invisibility or Sneak mode within sight of an NPC should be construed as a near-definite indication of major theft. In civilized areas, the police would immediately be summoned to throw you in jail; in less civil areas, it should immediately trigger a fight. This would encourage players to make a "clean" getaway.
3. Distracting the sight range of NPCs by having other character engage them in dialogue is a neat trick and should work, but it shouldn't work as well. The way to fix this is to have NPCs "half-face" player characters they are talking to, shifting their cone of vision towards the conversing character but not quite so far as centering the cone on the conversing character. In other words, some fraction of the effect of the current situation.
4. Ownership of stolen items should remain a property even after the item is in your inventory (although this might be hidden from player view). If you offer a stolen item back to the very person you stole it from, you should expect either the police to show up to escort you to jail, or a fight.
5. Walk in Shadows should have its duration reduced from 5 turns to 3, while having its cooldown reduced from 10 turns to 7.
6. Invisibility (Aerotheurge spell) should have its cooldown increased from 6 to 9. It can be lowered with higher Intelligence (cooldown 6 at 10 Intelligence).
Last edited by ScrotieMcB; 16/07/14 02:15 AM.