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How to be a better dip?
how to provide better roleplay via theft/stealth.

I've seen about two or three threads lately speaking about the theft and stealth skills. How they hurt/help the game, whether they need nerfed or buffed. And the overall sentiment that people don't get much role play from some stealthed up player who types steal/pickpocket.

But no one seems to ask the one question, I've somewhat been afraid to ask. How do I provide roleplay as a dip that doesn't immediately out me as a dip?

I've seen a lot of people try and suggest using poses to bump into people or do things elaborately. In my experience with doing that though, people immediately out you as a dip even if you passed all the checks. It feel like doing any sort of pose that could potentially give the victim a lead, just ends up with the thief giving themselves away for no real benefit. As the rp that follows just becomes a frustration for the would be thief who is now outed and harassed on sight for awhile.

One suggestion I've seen is planting things on players, like bombs, and incriminating evidence. That's actually a solid idea, but again. If I do this via a pose, everyone knows it was me. Or at least it feels that way in practice.

Theft isn't always random either. Sometimes thieves are given items to find by fences. And tracking down a fence as a thief is a common role play for people in this archetype. Yet it seems people only focus on the theft part, and pay little attention to build up that there might have been.

What are some ways that you would like to see thieves roleplay their archetype without making themselves always be on the losing end?

My guess is at the root of this you have two problems.

1. People do not enjoy players/characters who lean too heavily on mechanics. This is true in multiple facets, from combat to trading. Leverage the system and don't offer any creative supplementation and you're bound to end up on the wrong side of players, who have the choice of outing you or not, if their own mechanical abilities allow them to do so.

2. Self police. Even if you're providing some creative and entertaining byproduct with your mechanical skillset, if you ultimately just end up tracking the time that you can legally grab something off Player1, Player2, and Player3 again (because you know they're easy marks), you're going to catch flak for that too, in the same way combat oriented characters can't just run around killing everyone, or trading specialized characters can't just run fifty paintings to the market in a single week.

Beyond that, I'd probably suggest just adding some flare to how you do things and probably think of creative ways to utilize the skillset beyond accumulating chy.

This is a cooperative game. If you are only focused on what you want, as a player, you are bound to attract the attention of others in a bad way.

Disclaimer. Only speaking from the perspective of a victim. And I also might be more reasonable than your average player, due to relatively light investment.

If you focus on what your targets are looking to get out of the experience, the end result is staying home.
Considering dips are often treated worse than murderers or corpies in the mix I don't see why anyone playing one would WANT to rp their thievery so I think the problem is less on the dips to do better and more on the non dips.
I've never played a dip before but I have successfully defended against them and paying attention to these complaints, a lot of them seem to be centered around the same problems the victims of more violent archetypes have with dying.

You're not always going to see the roleplay that leads up to either of these things happening to your character but most of the time it does exist. Very rarely does someone walk up to you on the street and commit acts of harm without some prior thought having been put into it by someone.

Though I would also say that even a dip hiding on a busy street corner waiting for potential targets to pass by is them putting themselves at risk so they can make some chy in the, at times, unseen action. It's not really much different than a mugger hiding on a street corner waiting for someone to walk by with the one factor I'd highlight being that there are different tools to defend against both these events that a lot of players never really learn how to utilize.

In the case of it being a mugger there's also no limit on what they can take, so you might actually be getting lucky when the dip gets you for something you then later realize is missing.

While I understand it can be frustrating to silently lose something anyway I have at times seen players wish that more violent types would emote with them before actually typing the attack command. The problem is that it would never work out because Sindome is a game which does rely heavily on mechanics when the action starts. It has the RP standard of a MUSH while also not being a MUSH, all rolls are automatic.

If I were to emote aiming at you instead of aiming at you via the command, nine times out of ten you are going to immediately run away and I'm sure it'd turn out similarly or worse for anyone playing a dip. There are very valid reasons why players who are capable of writing multi paragraph emotes might choose to use shorter emotes in certain circumstances, the nature of the game requires that you be more attentive especially when in public.

The other part of this is that combat characters can join up with factions that support them in their violent endeavors, which enables them to do more than just type attack or kill and flee. Gangs are a big one here. Maybe if a dip went ganger they could do something similar but then why not just be a mugger? I think dips are mostly fine as they are being the entire archetype is based around stealthy actions, with some flair mixed in when possible.

Use the mechanics how it benefits you, you do not need to necessarily roleplay with everyone you target, but it does help. The game is PVP, you are not obligated to out yourself or give yourself away, but it is good to keep in mind that the people you are taking from may be getting nothing but another setback from your theft. Combat characters who don't keep that in mind are similarly viewed with disdain by some. But like with combat, the roleplay leading up to and following after the actual PVP mechanics is what matters, you don't need to necessarily RP during your mechanical interactions, and doing so is likely going to put you at a significant disadvantage.

Most people who do have misgivings with thievery have an issue with thieves who frequently steal things like clockwork from anyone who happens to be out of their apartment, it starts to feel like a tax for existing, but without even the miniscule roleplay that tolls offer. Note, there's a whole lot of threads complaining about tolls as well. People complain about everything. Don't let it discourage you.

If you want to avoid that stereotype, try and be more methodical with who you dip and how you do so. Use advanced disguises to make personas who talk to people before dipping them. Spy on people for opportunities for a big score rather than repeatedly going for little ones. If someone nabbed a briefcase full of flash, that would be a lot more memorable and interesting than if someone just took your bar money for the fifteenth time.

In the interest of actually providing some inspiration, I'll outline some things I would probably do if I were to play a dip.

1. I would give them a funny name. Probably 'Chance', which is a homage to a characer in a book in Elder Scrolls III: Morrowind

2. I wouldn't emote brushing up against people or doing anything obvious before doing it just to add flavor. That said, I might. …but it would be something they did all the time. A natural part of their personality. Nobody would bat an eyelash at Chance getting real cozy with them. They're just friendly like that.

3. I would set up something beforehand if I knew I was going after a particular target. Probably create a trail of clues that led back to someone else entirely. Maybe track other people's suspicious behavior, or leverage strained relationships.

4. I would leave a calling card to taunt the victim.

I agree pretty much with what batko said.

I've had a few dip characters but most of them were short lived, these kind of characters can get a lot of heat and once you are outed if you don't know how to handle it properly, it decreases your chances of survival exponentially.

So dips have to navigate a thin like between mechanics and RP, and need to be good at selecting their marks and measuring risks. Many times dips perm because they are not subtle enough or at all and go trigger happy with the five fingers discount until it costs them a hand or worse themselves. Some of these happened to me. So I understand why many don't do much visible RP around it.

That doesn't mean you can't do little things, like planting a calling card or stealing someones smokes after they refused to share them with you and then lighting one straight to their face, etc. There are many ways of flexing the skill in creative ways that can involve the mechanic and RP. You just need to get creative with it.

Its true that thievery can be a powerful skill in many cases and a lot of players just don't know or can't defend very well against it, so they feel kind of helpless.

What you can do is, instead of robbing random NPC X and then selling it for X money, you could steal a specific item V that PC J needs to get PC W to faction location F to plant a bomb or steal data, who knows? The point is try to weave a story, create plots and involved other characters if possible because it will end up being beneficial for everyone.

Best simple advice:

Stop viewing it as a way to earn chyen and start viewing it as a way to do cool stuff.

Thievery is a skill that wouldn't see a lot of use if dips didn't go after whatever targets they could, whenever they could. There's nothing wrong with hitting people for smaller takes while trying to look for bigger scores. It's easier to accomplish things when you have more chy to play around with and a dip's primary method of gaining chy is dipping other characters.

There's not always going to be a target around with something that's ultra valuable you can get your hands on and if there is often it's also being worn or in a holster, a scabbard or a sheath, which isn't exactly a dip's territory.

I also wanna bring up that characters don't walk around with as many costly items as they used to, especially not in comparison to around 2017 to 2019 and likely also before then. The culture around shaming characters for walking around not looking as flash as possible has been dampened by a lot. Less LiteTerms and Rolexes being shown off in public.

The change to how much gangers pay out for items might also have something to do with that.

My goal isn't to make the most money, or do what is necessarily the most profitable (all the time at least.) Making money as a thief isn't the problem. It's doing it in a way that makes it fun for those involved.

Using the skill in outside of the box ways is definitely an approach I want to try more. One way I've thought about is using it to disarm a person before a fight, but the average player uses some form of holster.

Another idea I've considered is using it to spread propaganda pieces and other data you might want spread about anonymously.

But when it does come to stealing things to keep my own plots/character sustained, searching for the bigger heist definitely has the potential to be more "fun." Usually a player with that much to lose with have the means or know how to react, even if it's asking various fixers who hawked their goods. Much like how combat characters will ignore people much weaker than them, I can see how a thief might consider themselves above the easy steals and wanting more of a challenge.

I will add though, planting things can be a pain in the ass if you're attempting to not break stealth. You pretty much have to have things planned and sneak into the area with the item in your hand, which risks the whole anonymous thing.

If you're already in the room and suddenly get the idea to plant something you have to blow your cover to get into your hands.

As someone who played dips extensively you can do a lot of fun crazy shit with the mechanics.

Steal your opponent's weapon before combat. Or stalking them and then stealing it from them after combat.

Partner up with people to steal other people’s gear on their way to / from a deal or a dead drop.

Sell someone something very expensive then steal it off them on their way home.

Steal your opponents Progia or E-note and skim information.

Plant ominous letters in people’s pockets.

Steal macguffins! Though maybe not anymore.

If you just spam pick over and over it won’t be as satisfying.

What are some ways that you would like to see thieves roleplay their archetype without making themselves always be on the losing end?

You're playing a scorpion. Be a scorpion. Pay players the credit of playing your archetype well and giving them the opportunity to rise the gameplay challenge you present them. Have with it, sure, within the bounds of what is fun to you, but seeking the approval of frogs is the wrong way to look at it.

Thieves and killers create roleplay for an entire ecosystem of the game that would not exist if the players who weren't in it had even the slightest say over things. A cooperative experience doesn't mean being cooperative with everyone, it is okay for some characters (many of whom have a ton of the game dedicated to their roleplay already) to simply be a revenue source and for roleplay from that to be created for others who would otherwise have none at all.

How do I provide roleplay as a dip that doesn't immediately out me as a dip?

My take:

Remember that RP in sindome isn't just poses. It's DOING things. This includes the things that are commands with rolls. Taking item X from player Y with player Y never knowing exactly what happened is RP in sindome. You made things happen. You contributed to story.

I feel that it's easy for all of us to confuse 'no RP' with 'that RP didn't go how I wanted it to or would have liked'. I for sure don't want to intentionally make another player hate their experience playing sindome but it's not all on me, or you, or them. I get the frustration to some degree but if it's within the rules, it's fair game in my book.

Withthat in mind…

Consider not being a complete klepto who goes after every possible target every possible moment. You can play this way but it was never very satisfying for me and usually resulted in short lived characters or characters with enemies everywhere.

Consider ways to involve other players in your RP. This can be done in a variety of ways and frequently doesn't involve your victim. It doesn't have to. You can generate RP and story without posing at or talking to your victim.

Your character should consider ways they can survive the near inevitable outing of their hobby. Both in terms of mechanics and in terms of RP. A dip that can survive or even thrive despite being known is a dip that will be willing and able to engage more with others. One thing to frequently consider is how your PC can be useful/likeable to others and this kind of ties in with involving others.

Look at the long game. Maybe the your dipping provided the victim with little direct RP with your character then but maybe you can use it to bring RP to them in six months. I don't think every exchange needs to have X poses and Y pleased level from all present. Sometimes the best story is when things get revealed, intentionally or not, down the road.

Regarding some other comments...

the overall sentiment that people don't get much role play from some stealthed up player who types steal/pickpocket

I don't buy into this premise. Yes, some complain about this but others, including myself, do not. I don't believe that there is a general opinion held by most or all players on this topic.

a lot of people try and suggest using poses to bump into people or do things elaborately

As others have said, sure. If you can do so without ruining play for your character. I've done this before but it's either something I've made a character ALWAYS do with theft only occurring a faction of the time or with PCs that have, in my opinion, a good RP track record or when I feel there's a reasonable chance of it not hamstringing my PC.

As usual with these topics I feel people look too hard on one side. You will never see 'more posing I like' in relation to combat or theft and losing unless effort is made on BOTH sides to deliver a result that both sides can deal with. It's not all on one player and if it's always used against players in ways that they can deal with, you won't see more of it.

People do not enjoy players/characters who lean too heavily on mechanics

In my opinion, those players should seriously consider the game they are playing. Sindome is all about the mix of mechanics and RP and intentionally relies heavily on mechanics. I'm not going to avoid using the mechanics available to my character just because another player wants to play more MUSH style. I think it's alright if we all play the game we have. Actions that include rolls are still RP. It's not just poses here.

I would set up something beforehand if I knew I was going after a particular target. Probably create a trail of clues that led back to someone else entirely.

This is awesome and I've done similar given the right circumstances. At the same time, I don't play Sindome 24/7 so it would have to be a big or special theft for me to put this much work into it. If I tried to do this every time I would burn out quickly. It's not worth hours of play and thousands of chyen to do all this for every sandwich or progia or fistful of chyen in my opinion. But when you can do it, awesome!

I would leave a calling card to taunt the victim.

I do love communicating with victims. Not every time and not in a way that necessarily outs any DIP PC I was playing at the time. However, even if you aren't blatantly leaking your identity it can be very satisfying for the other player to at least get some words they can bitch about later. Also, as mentioned by another, leaving a literal calling card can be a pain given how limited stealth/thievery is in Sindome. It's still fun to do though.

Stop viewing it as a way to earn chyen and start viewing it as a way to do cool stuff.

I 98% agree with this. But it is also a way to make chyen. I don't think anyone has an obligation to avoid this aspect. I do agree you can do more.

Sadly, however, the mechanics severely limit what one can do with stealth/thievery so it's not always possible to do the cool thing in any kind of practical way. If the mechanics shoehorn you into specific limited actions, don't be surprised if those are used very frequently.

That being said, there are tons of great examples here on how to do the 3.5 things such a build allows in ways that I think are more creative and meaningful!

Making money as a thief isn't the problem. It's doing it in a way that makes it fun for those involved.

I am wary of this one. Yes. I do try and spread story but I know for certain that I can't make other players have fun. Not if my character is trying to come out ahead or at least not always crash horribly. Players tend to have very different ideas of what is fun for them and 'losing' usually puts a damper on their fun. I always try and throw in some RP in muggings, dippings, whatever. But I don't feel it's all on me to make sure everyone leaves feeling they had fun. I just try to not be a complete ass.

Just going to address a couple things here, thread's already huge and a lot of good points have been made.

"Combat characters who don't keep that in mind are similarly viewed with disdain by some. But like with combat, the roleplay leading up to and following after the actual PVP mechanics is what matters"

No actually, combat characters who 'murderhobo' or otherwise kill in poor taste don't get nearly as much consistent flak and public outcry as dips who steal small hand fulls of chyen here and there and are subsequently hunted down like vermin. Speaking from my own personal experiences most of the RP around my PC's deaths have been from anyone but the killers and significantly more was lost from a single death than from a dip in all the years I've been playing. Are they annoying? Sure, but I'd happily suffer daily dippings with no RP over death. It's really not as big a deal as people seem to be making it, IC or OOC.

"If you want to avoid that stereotype, try and be more methodical with who you dip and how you do so. Use advanced disguises to make personas who talk to people before dipping them."

This is a nice idea in theory but a pretty big ask in terms of time and investment just to swipe a progia or 500c off someone. Are you wining and dining people to the same extent before you kill them? Or after? Probably not.

I'm all for players using Thievery in more creative ways like villa outlined and bringing more RP to the table, but like with any skill or archetype it's unrealistic to expect full effort and thought behind every action, especially one that is objectively far less severe and negatively impacting on victims than other forms of PvP.

I've been doing thievery for a bit now. A lot of it is common sense applications of the skill, the stats, and your surroundings. I would suggest disregarding a lot of the things posted here and to merely play how you like as long as it is within the rules and guidelines.

I read on these forums when I first started playing here that the best ways to learn about something was to get out there and do it in the game. That is true here. I find myself not enjoying how these posts, while with the best intent, turn into an open diary for everyone to read on how to spot and stop a thief from playing because they know all of the tells that were suggested.

On another note, I have not seen all the ravenous hunting of dips that people keep bringing up in these threads. It feels like a similar sentiment to 'TERRA agents are hunted for sport, you can't play one because everyone kills you for being TERRA!' at this point; once upon a time it was true, but now these complaints are repeated for years after it is no longer the case. I have seen a lot more thieves lately and zero witch hunts.
It is still very much a thing that happens. Can't reveal IC info but there was something to that effect maybe a couple months or so ago.

I've seen it on several occasions throughout the years, too.

@Batko

I have been the subject of said hunting parties and I have been playing Sindome for under a year. I think a lot of the commentators on The subject aren't playing as thieves, either.

If you got caught and consequences were applied by those who were affected by your actions, that's just conflict. If people are genuinely attacking you for no reason other than you being a dip that got caught at some point, I almost want to say you should xhelp about that.
I'm not complaining. I'm saying it happens. Attacking someone for putting their hand in your pocket is a valid and rational response. Mobilizing the full weight of the solo Rolodex though might be overkill.
If someone is hiring solos, that's not a witch hunt, that's someone hiring solos. This is why I think the idea being repeated of dips being public enemy number one is overblown.

If you are being targeted by random people who you've never victimized just for being a pickpocket, that is a real problem and you should absolutely complain about that, similar activity has constituted bans for community harm before.

If you got in over your head by putting your fingers in the wrong pocket, that's just Withmore. It's important to differentiate these two things when speaking on the forum, because people will start believing (and have, before) that there's an anti-pickpocket cabal that will perm you for having the skill on your sheet, when that is simply not true.

I think at this point we are citing two different things and trailing off topic.
Most dips being caught are lowbies, and if you foster an environment where that lowbie might fear for their life if that happens you can't be surprised when they prioritize similarly inexperienced targets repeatedly, and don't take the risk of embellishing their actions to provide RP which may put them under suspicion.

The problem is not that the Thievery skill is OP or that players of thieves need to "do better", I think it's largely more a cultural issue as well as limitations of the skill itself which, hot take, could probably use some work to make it more versatile.

"If you are being targeted by random people who you've never victimized just for being a pickpocket, that is a real problem and you should absolutely complain about that, similar activity has constituted bans for community harm before. "

Yeah, so if you pickpocket someone and get caught chances are you'll be hunted by A) victim's friends or B) people tied to the location you pickpocketed in all of which is a heavy handed response to a pretty minor crime. It's seemingly never as simple as the victim getting revenge on the thief 1v1.

Considering how goddamn annoying dips can be ("whoops there goes my entire automated income for the day" for an immy is incredibly frustrating) it's not surprising people kill them. People get murdered for saying mean things on SIC. If you get found to be doing things people don't like then typically you have consequences for that.
That's okay, Wonderland. It's why myself and others on this thread are saying that it should be acceptable for a dip to play to win. It's because if they get caught nobody is going to go easy on them, at least not usually. If the gloves are gonna come off in that situation then it shouldn't be expected that the dip wears them either. Just do whatever you need to do to accomplish your goals because you're never going to achieve having every player you dip temper their response to your activity.

I agree they can be annoying, the fact that targeting immies is basically the only workable use of the skill at early levels though is not really the fault of the players, especially given the restrictions on using the skill elsewhere.

As always, too, it's important to self-moderate. The rules may state you can dip a PC once per day but that doesn't mean you should dip them daily. When I dabbled with the skill I tried to only touch the same PC once a week, for example.

Consequences are fine. Heavy handed overreactions however, not so much. Most of these dips as I said are immies or otherwise fresh characters themselves, with just as much to lose if they fuck up and get lynched.

I do think that dips have it a bit easier now than in years past. In part thanks to these kind of discussions. I think they help both the players of dips and their victims and the bystanders get a little perspective. I am not saying that no dips in recent history have faced what can feel like an overreaction. I'm sure some have.

I also agree that if a dip gets caught victimizing someone that they need to be ready to face consequences. That's fair in my eyes. I do, however, think that there has been a culture that, in my personal opinion, over reacts to the theft of even minor items when compared to much greater pain and loss that might come from a mugging for example.

I think this shows by how many characters try and weaponize the label 'dip'. While I think the culture has changed a bit here I think that the fact that characters like to throw out 'they're a dip' like they do is because they expect the outraged hunt because it's something they've seen in the past. I'm not sure people would try this tactic if there wasn't some success with it witnessed in the past.

Compare that to someone accusing someone of being a mugger on SIC. They don't get a free pass but, in my opinion, the response is more mixed. Heck, sometimes this just encourages other combat types to take them in as a protege. I'm not saying that muggers suffer no ill will but, in my experience, the reactions are noticeably different.

Of course, all the above is just my opinion and I think that it's not dip specific. I've seen muggers hounded by large numbers if they go too far. Same with data brokers and SIC warriors and many other roles. I do feel, however, that few labels can be as potentially damaging. There are some, like cannibal, but not many.

Regardless, I do think there has been a shift here. I see more PCs trying to establish ties and USE dips than ever before. I think the cultural shift has been pretty impressive really. :)

@Grey0

Mugging creates RP, even if only a small amount. Dipping doesn't make any. It makes sense that there's a divide in opinion between the two labels.

The rules may state you can dip a PC once per day but that doesn't mean you should dip them daily.

I agree with this with some exceptions. One example is that if you piss off or pick a fight with a dip you are not equipped to handle, I won't feel bad for you if you are being targeted every moment the dip is allowed to you. Fighters can crush but a thief frequently has to bleed enemies slowly.

Mugging creates RP, even if only a small amount. Dipping doesn't make any. It makes sense that there's a divide in opinion between the two labels.

I don't agree with this at all. Maybe it didn't create RP the victim liked or thought they should get. But RP did happen. Property changed hands and there will be ripples or even waves from that event. Also, plenty of muggings and killings generate nearly as little. Murdered/mugged by nameless poncho did not give me RP i liked or thought I should get is nearly as common a complaint as being dipped is. Maybe just as common of a complaint.

I'll agree on the point of random shrouds jumping people without a word, which I also think sucks shit. But if I grab a thousand out of someone's pocket in a room with nobody else in it, then I can just wander off and there's been no RP there either. It's kind of the fundamental schizophrenia of Sindome in that it's supposedly a game of roleplaying and supposedly a game of PvP when both of those come at cross purposes 90% of the time.
Yeah I was about to say, that same argument can be applied to a death where the victim received no RP before or after from their murderer(s) directly. It sucks and I have very strong opinions against that, but you can't say it's fine there and not okay with dipping even though the victim of a theft still gets to walk home in one piece with maybe just a missing progia or couple hundred chyen. Not remotely as game breaking.
Mugging creates RP, even if only a small amount. Dipping doesn't make any.

Of course it does, of course it does. Even separately from discussions about roleplay theft is an important check and fuel for whole sections of the game, they may not be ones that everyone is engaged with but they are there and just as important, if not more important, than other types of casual roleplay.

Being stolen from is itself a roleplay hook, whether a player decides to engage with it is up to them. Moreover though whether the victim felt they were involved in the roleplay or not, does not mean roleplay does not result – it's just other players who are engaged in it. This mentality that players have that everything must involve them and engage them and centre on them is not big picture, they are part of a larger storytelling ecosystem whether they feel like they're being catered to or not.

Yeah man I love the roleplay hook of there's less money in my pocket than there was.
I don't think anyone in this thread was saying that silent vattings or anything like that were fine. Much to the contrary, I think.

The point being, any one-sided, repeated, and non-interactive conflict tends to end up causing bleed or otherwise being toxic.

It's not necessarily your hook, Wonderland. Any more than a ganger extorting a kay from someone is a hook for that character in particular. These are mechanisms within a greater system that creates criminal storytelling and player conflicts.

Like players really need to clue in to the fact that these fancy salary jobs and big tips and automated payouts and lease incomes and all of the various income sources they have are tuned to be taken from them in some degree. The primary layer of income generation is the literal fuel for a secondary layer of resource-seeking conflict gameplay that forms the backbone of the game's entire theme and without it there would be essentially no inter-player conflict whatsoever. It's cyberpunk trickle down economics.

Given the remotest option players will sit on income generators and accumulate wealth forever while engaging in the most diplomatic roleplay possible to ensure no one's mini-fiefdom is disturbed. Taking things from others is the essential carrot which enables the majority of organic conflict to occur.

Players don't like being murdered and robbed and stolen from in the moment? Good. You're not supposed to like it, it's a mechanism of motivation to drive your roleplay, adjust your character build, take on allies, use technology and defense aids, a litany of solutions for any possible problem a character might face in their progression.

The presence of theft ensures that there is not a single counterplay mechanism to every possible threat a player might face because you cannot build a character who can counter any gameplay. I would argue this balancing is actually undertuned in favour of pure combat characters to a massive degree and so barely manages to fulfill this function to begin with, but that's a separate discussion.