9/26/2023 0 Comments Divinity 2 pickpocket guide![]() Does anyone have their own homebrew rules for reasonable consequences? I'm not asking for a mod, I'm asking for guidelines that could be enforced via quickload and EEKeeper. Pick Pocket has zero place in a zero or minimal reload game, which is a shame. It's completely disproportionate, and totally at odds with the way NPCs react when you get caught stealing out of a drawer or chest. A failure basically breaks every merchant and every quest in the whole map. Related question: The consequences of failure are stupidly high, worse than getting your thief killed. ![]() I know about those and that is not what I am asking about. Just to avoid misunderstanding, I am specifically not asking for the minimum thresholds needed to steal different items from different slots. So anyways, what's the formula? I can't find anyone talking about it, or even acknowledging that it's not a simple percentile check against your PP skill. Thieves seem to be much harder than wizards and fighters from the same area, but I haven't taken the extensive data that would be needed to confirm this. I've noticed that commoners have a failure rate that more or less matches a straight percentile roll, but things get weird with other adventurers, and merchants that have adventurer levels. It seems to be related to the victim's level, and maybe class. It's not just because of critical failures either (is that even a thing in this game?), since even at a skill of 180, it's not uncommon to see a failure rate of 20% or so. Even at very high PP levels, failure is quite common. ![]() Does anyone know the exact formula for Pick Pocket success? It's certainly not a straight percentile die roll.
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