Stealing / Sleight of hand check

Post/Author/DateTimePost
#1

Buddydutch

Oct 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 ..

If I make it too easy too pull off, ill feel like it might be too effective, destroing the in-game economy.

But at the same time I feel like this should be a activity she should be able too pull off.

Any advice?

Thanks,
Buddy

#2

Novacat

Oct 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.

#3

Buddydutch

Oct 18, 2014 11:50:38

Alright Novacat, thanks!

I now have the option too make the rogue do a 'all-day-task'.

What about a stealing from a specific shopkeeper, money-wise(all the money the party just spend at the 'shop') and specific-item-wise (a longbow for example)?

 

Thanks,
Buddy

#4

iserith

Oct 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.

#5

Buddydutch

Oct 18, 2014 13:31:42

Thanks I'll fool around with the idea!!

Thank everybody

#6

Danny_Montanny

Oct 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. 

#7

Buddydutch

Oct 19, 2014 2:45:15

What is your experience with burglary then, Danny?

 

How would you play that?

 

(Reply to #7)

Clutchbone

Buddydutch wrote:
#9

Novacat

Oct 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.

#10

Novacat

Oct 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.

#11

iserith

Oct 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

Buddydutch wrote:
#13

Buddydutch

Oct 20, 2014 2:44:32

Once again,

Thanks a bunch ! I'll adept these idea's in my game

 

Cya!

#14

WizardOfTheHills

Aug 22, 2015 11:43:41

I have made up this 2nd edition flavoured rule.

 

Here there are two objectives when picking someone elses pocket:

  1.  Getting the stuff
  2.  Not being noticed

 

Part 1 is a DC 20

Part 2 is a contest between sleight of hand and perception.

 

That means there are 4 different outcomes:

  1. Not getting the purse, but being detected
  2. Not getting the purse, and not being detected, player have the option of trying again
  3. Getting the purse, but being detected
  4. Getting the purse, and not being detected

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:

  • First the player rolls a 14.
  • The guard gets a perception of 11 so he did not see it.
  • Then the player tries again and  rolls a sleight of hand of 21.
  • The guard rolls a perception of 22.
  • This time the player gets the purse but is noticed. The thief eventually outruns the amoured guard.
  • I regard the level 4 guard as a CR1 monster.
  • I roll 56 on the table (4d6SP) I roll 18 SP so I say: "you find 20 CP, 6Sp, 1 GP, and a large key"