Sleight of Hand is definitely a trap skill choice.
I recently rolled a rogue, investing in sleight of hand, and I was going to thoroughly document every single pickpocket opportunity to see what was good and worth it.
I got through most of the game world, and it's... extremely underwhelming.
First of all, I only put a few points into sleight of hand, and then used the Obsidian dragon pet for another +1. I barely missed out on anything the entire time, and the stuff that I couldn't pickpocket because it required a higher sleight of hand varied wildly in quality (mostly it was mundane daggers, sometimes even hardtack. one person in dunnage has an exceptional dagger, but that's essentially the only thing worth having that was locked behind a modestly high skill check and it was only a 7 required skill).
Second of all, sleight of hand is actually gated frequently by stealth, to the point that stealth is actually much more important for pickpocketing than sleight of hand itself. All the sleight of hand skill in the world won't matter if you're trying to pick the pockets of two townspeople facing each other to talk.
Third, most of the pickpocketing is just ~30-50 gold pieces (in various forms of currency). In some harder areas, it can go up to like 100-200, but if I'm putting non-renewable skill points into this, I would expect way more than an amount of money that becomes trivialized once I can start looting/selling exceptional or superb gear.
Fourth, it would be great if sleight of hand actually influenced reverse pickpocketing of explosives, but:
despite having been a "known issue" since 1.0, you still can't reverse pickpocket onto hostile npcs, which is most encounters in the game. and,
see point #2 above: there are no sleight of hand checks involved for reverse pickpocketing, so you are actually gated on stealth (and to a lesser extent explosives), not sleight of hand
Fifth, even in some of the cases where sleight of hand can yield significant rewards, it's actually no different from investing in mechanics, because you're pickpocketing keys off people to open store chests. Except arguably mechanics is much more useful since you can also use it for disarming/setting traps.
The simplest fix would be to just bump sleight of hand from one of the "Active" or "combat" skills and turn it into a "passive" or "conversational" skill like diplomacy or intimidate. The one difference is that you could actually use sleight of hand as an early game money maker.
The best fix would be to make sleight of hand actually worth being an "active" or "combat" skill. Meaningfully gated rewards (possibly even scaling with your sleight of hand skill), making it so that you're not either extremely reliant on stealth or extremely redundant with mechanics, and possibly linking reverse pickpocketing to sleight of hand in some meaningful way (and reverse pickpocketing is actually more useful).
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thelee
Sleight of Hand is definitely a trap skill choice.
I recently rolled a rogue, investing in sleight of hand, and I was going to thoroughly document every single pickpocket opportunity to see what was good and worth it.
I got through most of the game world, and it's... extremely underwhelming.
First of all, I only put a few points into sleight of hand, and then used the Obsidian dragon pet for another +1. I barely missed out on anything the entire time, and the stuff that I couldn't pickpocket because it required a higher sleight of hand varied wildly in quality (mostly it was mundane daggers, sometimes even hardtack. one person in dunnage has an exceptional dagger, but that's essentially the only thing worth having that was locked behind a modestly high skill check and it was only a 7 required skill).
Second of all, sleight of hand is actually gated frequently by stealth, to the point that stealth is actually much more important for pickpocketing than sleight of hand itself. All the sleight of hand skill in the world won't matter if you're trying to pick the pockets of two townspeople facing each other to talk.
Third, most of the pickpocketing is just ~30-50 gold pieces (in various forms of currency). In some harder areas, it can go up to like 100-200, but if I'm putting non-renewable skill points into this, I would expect way more than an amount of money that becomes trivialized once I can start looting/selling exceptional or superb gear.
Fourth, it would be great if sleight of hand actually influenced reverse pickpocketing of explosives, but:
Fifth, even in some of the cases where sleight of hand can yield significant rewards, it's actually no different from investing in mechanics, because you're pickpocketing keys off people to open store chests. Except arguably mechanics is much more useful since you can also use it for disarming/setting traps.
The simplest fix would be to just bump sleight of hand from one of the "Active" or "combat" skills and turn it into a "passive" or "conversational" skill like diplomacy or intimidate. The one difference is that you could actually use sleight of hand as an early game money maker.
The best fix would be to make sleight of hand actually worth being an "active" or "combat" skill. Meaningfully gated rewards (possibly even scaling with your sleight of hand skill), making it so that you're not either extremely reliant on stealth or extremely redundant with mechanics, and possibly linking reverse pickpocketing to sleight of hand in some meaningful way (and reverse pickpocketing is actually more useful).
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