pick-pocketing Guide and thieving in a major city

Post/Author/DateTimePost
#1

KlaudisRex

Apr 03, 2015 17:30:49

My group of level 4-5 adventurers are going to be visiting a major metroplotian city soon, Waterdeep set in the Forgotten Realms.  I just know a few of my players are probably looking to loot some unsuspecting nobles, guards, barkeeps, commoners, and perhaps even children...(who knows?)

 

 

Back in the day, I would cringe at this sort of behavior, but it's so widespread and common now, that this time, I think I'm just going to roll with the punches....I'm even thinking about making a side quest out of it.  But that's  unrelated to this thread.  

 

What I need, more or less, is some kind of structure, something to help me along during those times when one of them decide to go pick pocketing alone, or together looking out for each other or something that might come up.  And while I don't mind this sort of role playing, and would like to hand some gold over, I just need a fair and balanced way for them to get their hands on quick gold so they can be satisfied with thier skills and move on.  Then may try several more times as well.  I don't know.  

 

What I do know, is that, although I am willing to fork over some gold, I don't think they should get rich off doing this.  So help me out peeps.  Let's create a small guide to pickpocketing for a city.  I'm sure some of you have probably experienced this yourselves, perhaps even engaged in such criminal activity.  I'm not judging you.  Let's just brainstorm and hash it out so it can be fun for the players and less bothersome for DMs.

#2

iserith

Apr 03, 2015 18:11:35

You can do it as a function of the "Practicing a Profession" downtime option (PHB, page 187). They can earn a modest lifestyle doing it. If they're members of a thieves' guild, they can earn a comfortable lifestyle instead. This way it's abstracted and easily handled during play.

#3

cowleymen

Apr 03, 2015 18:29:45

iserith wrote:
#4

KlaudisRex

Apr 03, 2015 21:28:19

Ok...fair enough...not what I had in mind, but it definitely simplifies things considerably.

 

Ok, so how about the other side of the coin.  What about other thieves, or beggars pick pocketing the players?

 

I'm asking for a general rule, but I also have a scenario I want to play out.

 

My players will be in th slum part of Waterdeep, and a naive boy will ask for but a few alms.  I think they players will probably give the poor chap something...how much...I really don't care.  But I want to create an instance where other beggars in the slums will notice this and swarm the players, mobbing up against them, with thier palms up asking for money, much like the little boy.  Within a small swarm of beggars huddled around the players, surely one of the beggars perhaps more is going to try to pick pocket.  

 

I don't want to leave my players broke from this, but I definitely want them to feel an impact.  I envision this rouse with the kid in the slums to be a sort of organized thing within thier area, whenever an altruistic handout comes along, they've done this same old troupe over and over again.

 

What do you think? How much should they lose? If anything. Is it a perception check? Passive perception? 

#5

iserith

Apr 03, 2015 21:46:50

http://community.wizards.com/forum/dungeon-master-help/threads/4197471

 

#6

abs1nth

Apr 04, 2015 9:40:02

iserith wrote:
#7

iserith

Apr 04, 2015 9:47:41

abs1nth wrote:
#8

BRJN

Apr 04, 2015 13:25:39

If you do not like the above (which I would use for convenience), then:

 

Have the PC in question make a Sleight of Hand check against a Medium difficulty.  If they succeed, gain (d20 * 5) SP + (same d20 * 50) CP.  If they fail, lose d20 GP to other pickpockets, fines, lost time, &c.

 

Keep in mind that most working people think of 1 GP as "a LOT of money" because they are paid about 1 SP per day.  1 GP is like a weekly paycheck to them.  Somebody handing out many GP as charity will almost certainly touch off a riot among the beggars and petty thieves.