pickpocketing

Terron
Posts: 802
Joined: Sat Jan 14, 2017 11:36 pm

Re: pickpocketing

Postby Terron » Mon Mar 05, 2018 9:18 am

i think it should be 1-3 potions + a percentile chance for additional ones based on int score.

something like :

int 10 - no bonus
int 11-13 - 25% chance for 1 additional pot
int 14-16 - 50% chance for 1 additional pot
int 17-19 - 75% chance for 1 additional pot
int 20-22 - 100% chance for additional pot, 33% chance for a second additional pot
int 23 - 100% chance for additional pot, 66% chance for a second additional pot
int 24 - 100% chance for 2 additional potions
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants

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JadeFalcon
Posts: 383
Joined: Wed Jun 29, 2016 8:29 am

Re: pickpocketing

Postby JadeFalcon » Mon Mar 05, 2018 9:47 am

So AGI decides success/fail of /rob
INT decides "what" gets stolen?
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Terron
Posts: 802
Joined: Sat Jan 14, 2017 11:36 pm

Re: pickpocketing

Postby Terron » Mon Mar 05, 2018 9:55 am

yes imo

int would also be your defense to being robbed
"Once the game is over, the king and the pawn go into the same box"

this game is like sim ant
zerg the red ants with more black ants

User avatar
Inverno
Posts: 75
Joined: Fri May 05, 2017 10:56 am

Re: pickpocketing

Postby Inverno » Wed Mar 07, 2018 9:01 am

This idea can spread the chaos, but i like it :P

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