hrm. There is a way to make stealing a bit risky... let anyone in the area of the robbery be able to beat this piss out of the thief. He automatically becomes a hunted man. Perhaps this could be implemented with a command you can only use after you have been stolen from that makes the whole populace of zone PCs have open pvp where the thief could still fight back, and also have NPCs that aren\'t on the thief\'s side attack on sight as well. Even if the thief escapes to another zone, the person stolen from would still have him on his pvp list, and likewise with the thief. If the thief is killed, the person that was stolen from can retrieve the item, and the person that killed/imprisoned etc. the thief has his choice of one other item in the thief\'s possession. This could be used in a guild sense as a band of robbers steal from someone, and then threaten him that if he hits the panic alarm that they will kill him. The biggest problem with this is that if the robbed man\'s computer crashes, he will lose the item and not be able to pursue the thief. If a \'low level\' character is stolen from and can\'t fight back, too bad. If your really low level, you shouldn\'t have anything that the thief would risk his life to steal anyway. And of course, if the thief is caught trying to steal, the same thing could happen and the thief could still lose an item. The great thing about this game is that a thief can\'t immediately tell how powerful a character will be, and he won\'t know if he has thief skills or not. I can see in my head a band of pretty \'low level\' thieves trying to mug a master sorceror or swordsman and all of them getting blasted to ashes or chopped to bits.