Siege rules to consider

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Calix
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Siege rules to consider

Post by Calix »

Is there any harm in some Siege-like systems - Not the 3x prices necessarily, but the shopkeepers refusing to buy from players? Or telekinesis not working on trapped/locked chests?

Calix
MOTODEAMON
Posts: 6109
Joined: Sat Dec 27, 2003 10:05 am

Re: Siege rules to consider

Post by Calix »

Obviously quite a few Siege rules went into production shards when p16/AOS hit, but here's a few others from the UO website we should consider. Thoughts?


The shopkeepers on Siege Perilous hoard their gold greedily and will not buy items from players. They are, however, more than happy to sell their wares…at three times the cost of other shards!

Townspeople will also charge three times as much for training of skills, stabling animals, joining the NPC guilds, and for hiring them.

Player Vendors will charge 3x as much for their services.

Although you must still be in the Thieves Guild to steal from players, you will not be removed from the guild for collecting a murder count, nor are there any skill or time requirements to meet before joining. The NPCs will defend themselves against thieves and will attack any thief who steals from them outside of town. Also, one cannot steal an item randomly, you must actually “snoop” a pack and select a specific item.

Murderers and Criminals will not be able to kick/ban others from their home, nor will they be able to insta-log.

The title “Murderer” has been done away with, murderers will now show their karma/fame title.

Telekinesis will not work on trapped or locked chests.

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