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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 * 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. Title: Re: Thief class overhaul Post by: rexbu on August 20, 2025, 04:32:24 pm I have made a doc with suggestions for thief class. Feel free to comment and suggest.
Link: https://docs.google.com/document/d/16UTTuZqxrRP-PFsQsYnmHJqkRayAOC0pztMTuDTTzEk/edit?usp=drivesdk Title: Re: Thief class overhaul Post by: zondra on August 20, 2025, 04:57:37 pm I think adding some shield skills would be good..maybe give them a skill like seasonal assassins that give form a haste. Maybe 4th attack either dagger.
Title: Re: Thief class overhaul Post by: Sirri on August 20, 2025, 11:15:48 pm Will implement some of the ideas here; I want to make thieves solid against mages but wrecked by fighters.
(Thieves are a bit low in the current priority list though) Title: Re: Thief class overhaul Post by: zondra on August 21, 2025, 12:09:54 am Will implement some of the ideas here; I want to make thieves solid against mages but wrecked by fighters. (Thieves are a bit low in the current priority list though) Yea I know axe skill for outcast is number one . 8) Title: Re: Thief class overhaul Post by: rexbu on August 21, 2025, 12:21:38 am Thanks @Sirrion, respect. I understand there might be a lot of coding effort there so any changes are welcome.
Title: Re: Thief class overhaul Post by: zondra on August 21, 2025, 01:22:11 am Yea I'm sure it's a pain to make all the changes
Title: Re: Thief class overhaul Post by: khiren on August 21, 2025, 12:43:13 pm Will implement some of the ideas here; I want to make thieves solid against mages but wrecked by fighters. (Thieves are a bit low in the current priority list though) When you said “but wrecked by fighters,” it immediately brought to mind that old D&D movie (from 2000, I think) where the fighter, Damodar, absolutely wrecked the thief, Ridley Freeborn. Couldn't find the whole fight, but the very end. https://www.youtube.com/watch?v=0XmCWC-WXC8&ab_channel=StuartEvansVsTheWorld Title: Re: Thief class overhaul Post by: zondra on August 27, 2025, 10:26:27 pm Was thinking hamstring should be like caltraps. Maybe each move counts for like 25 or 30 . Also Maybe have bleed have a chance of cutting the nerves in the arm or leg for slower moves or loss of use of arm or - str and dex on top of normal bleed.
Title: Re: Thief class overhaul Post by: Raider on November 08, 2025, 09:46:14 pm Maybe bards could be one of the thief specs? We have jester, who is pretty much a singing thief.
Title: Re: Thief class overhaul Post by: Lelik on November 10, 2025, 06:42:05 pm Was thinking hamstring should be like caltraps. Maybe each move counts for like 25 or 30 . Also Maybe have bleed have a chance of cutting the nerves in the arm or leg for slower moves or loss of use of arm or - str and dex on top of normal bleed. Sounds like OP) IMHO bleed skill is already strong enough.Title: Re: Thief class overhaul Post by: zondra on November 11, 2025, 01:53:30 am You're probably right. Thieves need something .
Title: Re: Thief class overhaul Post by: Sirri on November 11, 2025, 04:59:23 pm I'm cooking some cool mechanics for thieves, they are next in the roadmap.
Title: Re: Thief class overhaul Post by: zondra on November 12, 2025, 02:45:35 pm Couple skills I was thinking was something like forest guardianship. You slide into the shadows and your opponent strikes the wall. Something like wrist chop and hamstring but you slice the vein in zondra's arm and he can barley grip his weapon.
Title: Re: Thief class overhaul Post by: Lelik on November 12, 2025, 08:50:26 pm Couple skills I was thinking was something like forest guardianship. You slide into the shadows and your opponent strikes the wall. Something like wrist chop and hamstring but you slice the vein in zondra's arm and he can barley grip his weapon. So many walls on the eastern solamnic road (for example)…What do you want to do with this class? Another fighter? Well, add instant kill to hamstring right away, like you cut the opponent's artery and they bled out. You can also add some kind of hold person spell to Mishakal clerics, because it's not right for them to just be supports. Title: Re: Thief class overhaul Post by: zondra on November 13, 2025, 02:00:36 am Just ideas I think they need work. Assasins fighters got huge amps. I think some other classes could use some as well. Thieves by nature are solo. They shouldn't be support I don't think. Could remove restrictions on what spells they can learn like the old days ...
Title: Re: Thief class overhaul Post by: arpade on November 13, 2025, 02:57:27 am Although I'm not much of a thief player myself ill try to give potentially helpful ideas,
To me the process of coming up with interesting mechanics starts with defining a clear identity/concept for the class. Thief in a D&D/RPG context is vague. It sometimes is a actual burglar, sometimes a type of "swashbuckler" (agile fighter), sometimes a kind of scout. In this though exercise I will define a concept I personally find more interesting and go in depth with that one in specific, but the same process could be done for any interpretation of Thief. They could even be used to create sub-classes for them. I will be going with a swashbuckler, which is a combat oriented interpretation of the concept (I never liked the entire stealing tems mechanic, and scout has some overlap with rangers). --------------Swashbuckler thief concept ----------------------------------------- In our imagination a swachbuckler is a agile, lightly armored warrior which duels with a light weapon like a rapier using footwork, feint, and sword skill rather than armor, brute force. To express this, i would add a mechanic which improves the swashbuckler's fighting ability based of his load (as in weight), the lighter the load, the bigger the bonus. This will incentivize players to pick armor with low weight and really embody the concept. I'm not sure what is balanced so I will give a arbitrary example here to illustrate: say this "swashbuckling" skill gives a maximum bonus (aka naked theif) of -300 armor +20 hit + 20 dex + 20 reflex save And some nice chance to proc a extra "swashbuclker's flourish" attack (say 30%). As nice bonuses as these are, it will never be worth not wearing anything. And for every (say 20lb) of weight the player carries, he takes a say 2% reduction on these values (armor, hit, dam, chance to proc extra attack, etc). So in effect, these thieves will wear armor but weigh in the bonus from the pieces with what they lose from their swashbuckling to try to retain as much as possible. In the end they might realistically end up with a much more modest bonus of something in the -100ac, +8 hit/dmg/reflex, for example. For this type of thief it would make sense to have dodge, parry, dual wield, feint. But not shield block. Weapons i think swords, daggers, hand to hand and whip proficiencies make sense, but would skip the heavy ones like maces and axes. I see them having both sword and dagger skills (swashbucklers typically would have a rapier and a main-guache, so it would be a sword + dagger combo), and perhaps a few custom skills for this specific weapon combination. Perhaps a blinding strike done with the tip of the blade, improved disarming ability, perhaps some sort of "armor piercing lunge" which ignores/reduces targets resistance. I could see them even having a species of "craft" skill similar to "craftharpoon" from spear spec fighters to make rapiers out of swords they find and have these skills work only with these rapiers. It could make the swords much lighter (perhaps a fixed 3lb or something), but not count as swords for other sword skills (so other classes would not want them). Once you have this sort of theme, it is easy to think of fun and flavorful skills which really give a class a "soul", even if mechanically irrelevant. I could totally see these swashbucklers have a "swashbucklers mark" ability where they brand a enemy with their initial (Z for ZORRO style), which sure could do some damage, but the fun part would be to give the target some sort of "tattoo" (visible by looking) which has your initial, Another possible very unique mechanic which fits the concept is losing resistances. In my imagination swashbucklers are agile and skilled but total featherweights - can't really take a hit. So the swashbuckler class might reflect this by losing all resistances and gaining a AC bonus based off the resistances lost (or maybe bonus to dodge/parry), The idea would be to make them very elusive, but when hit get hurt bad. Perhaps some sort of "active" feint skill; skill which lags you (say 2 turns), but deflects the next active skill/attack made against you (so there could be some strategy to it in the sense that it will be strong against something with higher lag time, but bad against something with lower). Or if that is too powerful, it could dampen the damage from the next active skill when used. Thinking something like this would probably be important to compensate the resistance loss above. I'm just throwing ideas which fit this swashbuckler concept in particular, if there is interest we can brainstorm more and try to refine the specifics in a way which is balanced (im just making up the numbers off the top of my head). But to prevent this post from being gigantic, ill stop here as i think i illustrated the concept and process i would take in creating a class. Title: Re: Thief class overhaul Post by: zondra on November 13, 2025, 03:05:22 am I like those ideas. Cool way to think about it.. I think maybe give them a stance would be nice.
Title: Re: Thief class overhaul Post by: zondra on November 14, 2025, 04:31:51 am I think make tackle like Bash. This way you don't Have to wait to reuse
Title: Re: Thief class overhaul Post by: arpade on November 15, 2025, 01:18:56 am Just thought of another interesting mechanic for that swashbuckler concept i wrote up on above:
In my head these fighters are more "duelists" then battleground fighters, so they could have a skill that helps express that. "en garde" skill: Improves parry/dodge against target enemy, but greatly reduces them against any other (maybe even taking a hit from someone other than the victim breaks this stance-like skill). Could be interesting by making the class strong on a 1v1, but not great in 2v2's or even fighting enemies with pets/mercenaries (so there are counters). Title: Re: Thief class overhaul Post by: nxx83 on November 19, 2025, 07:41:17 pm Well, best of the thief class i have seen was in carrion fields. There are some some thief points which u get buy donating gold to the bandit king in each city and by ranking. And you can buy skills by this points from some thief paths - you have general thief skills like stealing, hiding or whatever and some special from arcane path for example - which gives you ability to use wands, read scrolls and better dodge and parry vs magical weapons like flaring or autocasting. Or if you choose the path of swashbuckler - you got some things which can help you in a robery - like you can cut arteries, blackjack person using mace or even fight using some dirty things and trickeries lke autodirt in combat or attack then enemy is on the ground. Or you could choose the path of poisoner to make some kind of potent potions or trapper who can focus on creating deadly traps. In CF not all paths are good for play but this kind of options give a little more interest for playing.
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