| Post/Author/DateTime | Post |
|---|---|
| #1BuddydutchOct 18, 2014 11:13:02 | Hey , I'am playing my first dnd game and I'am the DM. We are playing the starter set 5e.
The rogue had a question, outside of the game, about pickpocketing/ stealing money off people in a city (Phandalin). I can't really find any suggested rules or guidelins about setting this up .. overall possibilty's , DC's .. I know it governs the Sleight of hand skill/ check .. But at the same time I feel like this should be a activity she should be able too pull off. |
| #2NovacatOct 18, 2014 11:36:40 | If we assume most professional pickpockets make enough ill-gained wealth to maintain a "Squalid" lifestyle, as described in the PHB (page 158), then that means they need to acquire roughly 1sp per day to survive. So a DC 8 Sleight of Hand check produces 1sp over the course of several hours of pickpocketing (an all-day task). I would allow the thief, at his own discretion, to attempt to gain more.
Consider the following table for determining total gains over the course of a 6-hour period:
DC 8 - 1sp DC 10 - 2sp DC 12 - 5sp DC 14 - 1gp
Failure can indicate that he was caught (if you, as the DM, want to play out a chase scene), or that he simply couldn't find any viable marks. |
| #3BuddydutchOct 18, 2014 11:50:38 | Alright Novacat, thanks!
Thanks, |
| #4iserithOct 18, 2014 13:28:04 | If I were you, I'd tell him that adventuring is a more lucrative way to earn gold in D&D, which is a game about adventuring.
As well, you decide whether a player's stated action for his character works, doesn't work, or has an uncertain outcome and thus calls for a roll. The rules can't help you here - it's up to you. When a player has stated a goal such as to steal from some NPC, put an obstacle or complication between their character and that goal and ask how they deal with it. |
| #5BuddydutchOct 18, 2014 13:31:42 | Thanks I'll fool around with the idea!! |
| #6Danny_MontannyOct 18, 2014 16:55:53 | Go with Novacat's suggestion for an all day thing. If the PC wants to go after a really tasty mark, play it out with some Performance and Deception checks in there too. Regardless, burglary is way more fun anyway. |
| #7BuddydutchOct 19, 2014 2:45:15 | What is your experience with burglary then, Danny?
How would you play that?
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| (Reply to #7)Clutchbone |
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| #9NovacatOct 19, 2014 8:11:48 | And don't forget that a rural, medieval community is not going to be as socially progressive as we are when it comes to crime. An angry mob might be just the thing for teaching the theif a valuable lesson. |
| #10NovacatOct 19, 2014 8:17:47 | Idea: there's a low-level wizard in town who charges the local shopkeepers to cast Alarm on each of their shops at night, so if the thief attempts a break-in, the wizard is alerted, and he informs the town guard (or someone) that something's up. |
| #11iserithOct 19, 2014 8:25:02 | They alert the Redbrands who don't care for thieves operating in their turf and not kicking up part of their take. Perhaps this leads to a scene in which the thief is able to ingratiate himself and begin working for the Redbrands or at least pretend he is so he can gain access to parts of their hideout. |
| (Reply to #3)Captain_Kobold |
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| #13BuddydutchOct 20, 2014 2:44:32 | Once again,
Cya! |
| #14WizardOfTheHillsAug 22, 2015 11:43:41 | I have made up this 2nd edition flavoured rule.
Here there are two objectives when picking someone elses pocket:
Part 1 is a DC 20 Part 2 is a contest between sleight of hand and perception.
That means there are 4 different outcomes:
If the player get the loot, roll on the Individual treasure table, DMG page 136. (Using victim charater level - 3 as CR) No NPC will carry more than 200 coins. If you get a result with more coins, exchange them to more valuable coins og gems of similar value. You might throw in a trinket or a key too. Example: a 5th level thief will try to pickpocket a 4th level town guard:
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