Avlis policy on: Pickpocket

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Avlis policy on: Pickpocket

Post by RCon » Tue Apr 18, 2006 7:46 pm

Due to several questions and general confusion on pickpocket in Avlis, the Team is going to note some rules on this. Many of these have already existed, either as specific rules, recommended behavior, or gentleman's agreements between players, but I am laying them out here to avoid any further confusion.

First, a little background info on pickpocket. The skill is hardcoded in the NWN engine, so there's little we can do to change how it works. At one time, the Team intended to write a separate pickpocket tool, but it never truly worked as we hoped it might, so we're back to the original Bioware implementation. The standard pickpocket feature, when successful, seems to randomly choose an item or gold. Unfortunately, it may even allow the thief to obtain something like a tower shield, as unrealistic as this might be. Therefore, the Team is setting some OOC rules on this.


General Rules on PickPocket

1. Do not repeatedly target the same PC, ESPECIALLY NEWBIES! Repeatedly picking the pocket of the same person is unrealistic. Regardless of how the engine treats it, a person would eventually notice if you steal everything in their bags! This will be considered griefing, and can get you VJed or worse.

2. Do NOT use pickpocket on a PC engaged in crafting. That is, a PC using one of the crafting apparatus like the Anvil, Forge, Loom, Bolts of Cloth, etc. may not be pickpocketed. This is an OOC rule because the crafting menus cause the PC to not be able to react as they would normally. This is the same idea as the "do not attack PCs who are crafting" rule.

3. When using pickpocket on a PC, you must set Hostile before the attempt. Yes, the team understands that this makes it more difficult to pickpocket, but the alternative of requiring the target to set Hostile before attacking the thief (should the target spot the attempt) is even worse. Please note that the target only Spots the attempt if he/she receives the corresponding message in the chat window.

Rules on Items Taken

4. You may not, EVER, pickpocket Plot, Player Housing, or Guild-related items. If you do happen to obtain something like this via pickpocket, you MUST return the item in an OOC fashion immediately.

4a. Neither PC may use information gained via the OOC theft or return of ineligible items. Example: "Thief" pickpockets the "Ring of Sneaky Guild Membership" from "Regular Joe". When Thief returns the item OOCly, Regular Joe does not ICly know that Thief took it. Additionally, Thief does not ICly know that Regular Joe has such an item.

5. It is considered poor form to pickpocket an item larger than 2 "inventory squares", such as a tower shield, full plate armor, greatsword, etc. Items larger than two squares must also be returned OOCly, as by Rule 4. Rule 4a applies, of course. If you believe the item could be something that would be PPable (maybe a book that is 4 squares), you may send the victim a Tell asking if you can keep the item. If he/she agrees, you may keep it, provided it doesn't fall under Rule 4 above.

6. If you steal a player/guild housing key (including inn room keys), and then use that key to break into the house, you will be banned. No ifs, ands, or buts about it, the Team will ban you.
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Post by RCon » Sat Aug 26, 2006 10:51 pm

I just updated the rules on pickpocket. Pay particular attention to Rule 3, which is new, and Rule 5, which has been reworded to be less ambiguous.
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Post by spool32 » Thu Jul 19, 2007 1:40 am

ahem. Bump.

This is a Rule. Action by the Team may follow from violating any part of it, up to and including a VJ or a ban.

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Post by Jazz » Sun Aug 12, 2007 2:49 pm

If you want to pickpocket someone, you must set them on Hostile.
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Post by Ghostie » Tue Dec 18, 2007 10:26 pm

*Bumps*

Also, bear in mind respecting fellow players also when/if pickpocketing. This is a game, folks. :)
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Re: Avlis policy on: Pickpocket

Post by rshampshire » Thu Jun 26, 2008 12:20 pm

Bumping this post to make sure everyone is aware of the Avlis Pickpocket rules.
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