Solace MUD Official Forum

Solace Development => Ideas => Topic started by: rexbu on August 12, 2025, 03:02:24 pm



Title: Thief class overhaul
Post by: rexbu on August 12, 2025, 03:02:24 pm
I have a lot of ideas for this class that I think is very interesting but very underpowered. If there is a will to consider changes I will post many ideas here.


Title: Re: Thief class overhaul
Post by: zondra on August 12, 2025, 03:11:25 pm
One should be expand the spells learned. Sure maybe displacement is op but haste should be ok at least. I agree thieves are an awesome class but pretty weak right now .


Title: Re: Thief class overhaul
Post by: khiren on August 12, 2025, 03:15:01 pm
I started writing down QoL improvements in a notebook that I planned to post, but never got around to finishing.

Here is an insert from my POV for thieves

[log]
* A manual that teaches the art of dagger sharpening, permanently adding the *sharp* flag to any dagger-type weapon.
* An advanced trap-laying guide that expands the *traps* skill with two powerful variants:
Web Trap: When triggered, the victim becomes immobilized and pinned to the room for a duration scaled by their Dexterity. The higher the DEX, the faster they can break free. Characters enveloped in any flame aura or protected by a fire shield will immediately burn through the web and escape.
Knockout Trap: Failure to evade results in the player being blackjacked, temporarily unconscious. The same checks are performed as for blackjack.
[/log]



Title: Re: Thief class overhaul
Post by: khiren on August 12, 2025, 03:16:12 pm
One should be expand the spells learned. Sure maybe displacement is op but haste should be ok at least. I agree thieves are an awesome class but pretty weak right now .

If not displacement, why not blink?


Title: Re: Thief class overhaul
Post by: zondra on August 12, 2025, 04:03:49 pm
Definitely blink. I think even iron skin etc


Title: Re: Thief class overhaul
Post by: Sirri on August 13, 2025, 03:01:22 am
Problem with thieves in Solace is that they don't really have a niche. If we only had actual dungeons with traps to disarm and doors to unlock, but that's a lot of work for our army of zone builders.

I'm open to ideas, maybe some sort of "city ranger" style?


Title: Re: Thief class overhaul
Post by: zondra on August 13, 2025, 03:56:19 am
I think even buff some of the skills they have. Hamstring more like caltrap etc


Title: Re: Thief class overhaul
Post by: Raider on August 13, 2025, 07:25:31 am
two specs? thieving/traps vs combat

Regarding spellbook - i think it should be just scrapped. Only basic stuff is allowed now - like det inv, passdoor, spiderhands, invis. And some damaging spells. We cannot allow powerful spells in sake of balance/thematic. So it will always be rudimentary. Plus will just promote use of multicharring to scribe the spells.


Some of my old ideas:
- add skills to use with other weapons, not just daggers
- sleeping disarm
- stronger and different poisons (might be to assassins as well) - Paralysis (chance to lag/freeze), Healing impairment (halves recieved healing), Crippling (slow), Damaging (instant damage)
- old gag skill (to prevent yells)
- dnd style sneak attack - if thief is not tanking - chance for critical hits
- improve traps. Some ideas: fatigue trap, sleeping trap, immobilizing trap, exploding trap
- 'non detection' manual, like improved hide

Some other ideas from this forum:
https://solace.i-read-you.ru/forum/index.php?topic=4183.0
https://solace.i-read-you.ru/forum/index.php?topic=4219.0
i like 'Urban Awareness' - better fighting in cities


Title: Re: Thief class overhaul
Post by: khiren on August 13, 2025, 12:33:26 pm
When it comes to thieves, I think they should be split into sub-classes. Personally, I like the approach in Baldur’s Gate 3 (based on D&D), where they’re divided into:
* Thief
* Arcane Trickster
* Assassin
* Swashbuckler

Since we already have assassins in the game, that subclass could be dropped. Splitting them into thieves, arcane tricksters, and swashbucklers seems like a solid path forward.

I could find some time to break up these three subclasses and map their skills to what would work for MUD. But this is considerable work, and if there is no desire to go this path, it would be a waste of time (my time).  :)

@Sirri give me a heads up if you want me to do this.