Does anyone know the exact formula for Pick Pocket success? It's certainly not a straight percentile die roll. Even at very high PP levels, failure is quite common. It's not just because of critical failures either (is that even a thing in this game?), since even at a skill of 180, it's not uncommon to see a failure rate of 20% or so.
It [i]seems[/i] to be related to the victim's level, and maybe class. I've noticed that commoners have a failure rate that more or less matches a straight percentile roll, but things get weird with other adventurers, and merchants that have adventurer levels. Thieves seem to be much harder than wizards and fighters from the same area, but I haven't taken the extensive data that would be needed to confirm this.
So anyways, what's the formula? I can't find anyone talking about it, or even acknowledging that it's not a simple percentile check against your PP skill. Just to avoid misunderstanding, I am specifically [i]not[/i] asking for the minimum thresholds needed to steal different items from different slots. I know about those and that is not what I am asking about.
Related question: The consequences of failure are stupidly high, worse than getting your thief killed. A failure basically breaks every merchant and every quest in the whole map. It's completely disproportionate, and totally at odds with the way NPCs react when you get caught stealing out of a drawer or chest. Pick Pocket has zero place in a zero or minimal reload game, which is a shame. Does anyone have their own homebrew rules for reasonable consequences? I'm not asking for a mod, I'm asking for guidelines that could be enforced via quickload and EEKeeper.