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**POSSIBLE SPOILERS**
**POSSIBLE SPOILERS**
**POSSIBLE SPOILERS**
**POSSIBLE SPOILERS**
**POSSIBLE SPOILERS**

So it seems no one in the starting town has anything on them at all to pickpocket. But when it comes to the merchant, all I have to do is send my thief up the unguarded stairs & he finds 2 or 3 items in an unlocked area.

Disappointing & a little inconsistent.

While I didn't expect IWD1 to cater to thieves by loading up NPCs & containers like in Fallout or Arcanum, I'd at least expect townsfolk to carry a few coins, or adventurers to carry a few missile ammo, or for the one area I've found to steal from to be guarded or challenging in some way.

I'm not slamming IWD1 in general, I've only just started it. But these things just seem odd to me. I hope it gets better, because I'm a longtime D&D player and I enjoy the genre for tabletop gaming.
You can pickpocket at least 2 healing potions in the starting town.

In Kuldahar and other locations you can pickpocket very useful stuff from certain NPCs, don't bother wasting your time with nameless ones.

Personally I wouldn't miss pickpocketing in those games, it's just added save/reload work. I never used it in my first playthrough.
Post edited July 26, 2011 by kmonster