RavenRed: Just a quick idea.

Currently, there is no real way for thieves to advance a level apart from combat. There are (relatively) small XP gains for stealing and unlocking doors, but these are very small and not much use for going up a level.

My solution? XP for getting away with loot.

On leaving a level, a player recieves the "base" gold piece value of everything obtained on the level divided by (50/Stealing Skill). This applies to both cash and items. Whilst potentially lucrative, this is subject to a couple of important provisos:

The practical upshot of this is to make non-violent playstyles practical for level gain. High level stealth-based characters will be able to sneak around the level, pilfering at will and then escaping, with their sneaky skills and reputation enhanced.

2c worth and counting...

BucketMan: Just a thought...you might also want to differentiate between items generated on the floor and items generated in monster inventory. A thief who sneaks up on a Great Wyrm of Power and snatches a golden cup from him should probably be rewarded more than a thief who level scums and picks up piles of gold near the stairs.

Sirrocco: Likewise, the ol' smash-and-grab, while effective, doesn't actually result in learning all that much. Have a further penalty to the exp for not being on the level long enough - multiply by (speed 0 turns on level(max 1000))/1000 or something. For an even more interesting one, multiply the whole thing by (10*value gained)/(total value generated on level). The true call of greed is that ou want it *all* - not just the low-hanging fruit.

Another thought - instead of wakeup, use perception - random monsters can get generated awake, if you take your time. As long as no monster every sees you or knows that you were there, you get double xp. Beyond that, let's give the assassins a bit of love. Give single xp for either not fighting anything *or* not being perceived. For the assassin, if you can manage to kill everything you encounter in the alpha strike, you get that tasty little bonus. As a secondary bit, you might tie it to sneakiness, rather than thievery, just to encourage people to dip into the playstyle a bit.

IdeaArchive/Player/New Method of XP Gain (last edited 2008-01-10 19:12:59 by DarkGod)