Archived from groups: rec.games.roguelike.nethack (
More info?)
malcolm.ryan@gmail.com wrote:
> Gary Olson wrote:
>
>>As has been discussed, playing a rogue is a "running" exercise. Would it
>>not be appropriate for the rogue character to have the ability to steal?
>> Run up, get hit, steal something, get hit, run away.
>
> I've been writing a patch to improve Rogues on and off for a while.
> Stealing is fairly easy. Much of the code already exists (for use if
> the player is polyorphed into a nymph or succubus), but if it were to
> become more common, it should probably be linked into the skill system.
> I've also thought of making lock picking a skill and drastically
> reducing the number of skeleton keys in the game, so that rogues have
> an edge in this area, and other classes are reduced to less subtle
> means of opening doors or chests.
>
> I'd really like to make someway to allow rogues to practically "sneak"
> around the dungeon without being seen, but I'm not sure about a good
> way to implement this.
So, much like the spellcasting system, all characters would have to use
skill slots on stealing, lock picking, stealth, (jumping?,) and back
stabbing? Fighter types get no skill slots, spellcasters and priests get
basic, healers and archeologists (and monks?) skilled, and rouges
Expert? And if one's stealth skill is high enough, not carrying
Sunsword or lit light source, and the player is wearing elven boots,
cloak, helm, non-metallic non-plate armor and stays in the square next
to any wall (or boulder?) the rouge can move about as if invisible?
#hide? #sneak? #stab?
(Although I do have some vague idea dragon scale mail should be
fooproofed to enable maximum stealth -- all them scales rubbing together
should make a noise)
>
> It would be very nice if the rogue quest involved stealing an artifact
> _without_ killing anyone.
>
> Malcolm
>
Yes! Make the quest nemesis a 180 hit point, magic resistant, monster
aggravating, regenerating, slow, two-weaponing killing machine. Steal
the quest artifact(s), run across the brightly lit room, open the door
to the "cage", let the caged [insert big monster(s)] kill the quest
nemesis, avoid the monster(s), pick up other necessary item(s).
Oh, maybe I should YANI this post.