Sashok20
I read your idea, and I don?t find it all that wonderful, Abemore is right in that we all like our own ideas. The main difference here is that the thief uses the character skill (stealth included) to steal the item. The item can be anything?random or not so random, but it is not something specific to gameplay, it is specific to the thief as a character. He might have a quest to steal the ?ruby of the lost duke? and we might have an NPC with it?another player given a quest to transport it, or a player in the area has it ?as far as the quest is concerned? but in reality never even heard of it?the server simply picks a player with the right parameters?if the player loggs, thief reports back and is told?he passed it on to another PC/NPC.
For the thief the only real difference is that he is not stealing from the player but from an NPC, that might be human, with a humans AI and a humans motivations.
This is the same for spying and any number of things, grief is avoided, there is gain to penalty, and uses for thieving skills can be much more then this?but this is the classic urban thief startup.
You should not be trying to pick the pocket of the War hardened Hero of Legends, hell skewer you for breakfast and not break a sweat.
But you might burglarize his home :-)
But also in games like these, players don?t have items that are prized stuff. They have only the things needed to play the game better, with this we can expand characters a bit more?.in the house, the baker might have some trophies or gems or statues, or paintings?when in reality the player only uses the house to keep spare equipment and supplies that the baker got cheap.
We are blemishing reality of the game to fit the needs of pickpockets and thieves, while not making others miserable.