- Raising recently slain corpses, if a necromancer and in combat, sounds okay-ish. This would probably be a crime, though, so similar restrictions as with thieving/murdering. Hostile NPCs in dungeons could do it, and that would be great. One or two non-hostile NPCs may make occasional midnight trips to the graveyard, to practice their dark arts in secret. Otherwise, necromancers really shouldn't ply their skills unless they already seriously fear for their lives; the potential backlash is too great to justify it.
Actually, Necromancy isn't illegal in Skyrim OR Cyrodile. It was illegal in Morrowind. In Cyrodile, Necromancy was only outlawed by the mages guild - controlling buggers that they are. The Empire actually has a history of supplying its Necromancers with fresh bandit corpses, and has used Necromancers as vital resources in past wars.
True, there is a bit of social stigma about "raising the dead"...but Necromancers shouldn't really care heh. Imo they should do it both out of combat and in combat, building their undead army any way they can.
- Pickpocketing and robbing the player. As some stated above, it would svck if thieves could lift your unique items or take copious amounts of gold. I like some of the solutions to the home thievery issue; upgrade your locks to prevent it altogether, or get a quest to find the culprit and deal with him. For pickpocketing, here's another possibility: Suppose some urchin picks your pocket in the street. A sound or camera vibration alerts you to this fact; the cue is stronger if your sneak skill is higher than the thief's (perhaps you even automatically catch the thief's hand if your skill is very high). You spin around and see the little bugger dashing off, and give chase. From here you have two options (supposing you don't resort to violence): either catch up with the guy, and bully him into giving you your money back, or go to the guards. If you can correctly describe the culprit in sufficient detail (provided via multiple-choice dialogue options), the guards will be able to find him, make an arrest, recover your property, and return it to you.
As an alternate solution, if you are in the Thieves' Guild or have sufficiently high Infamy, pickpockets will know to avoid you and your property entirely.
I like the idea about reacting to pickpockets - especially where the cue is stronger if your sneak skill is higher than the pickpocket.
What I really want to see though, is npc's pickpocketing other npc's. This would really make the world seem more alive since something is happening iniated by an npc, to an npc, no player interaction needed to set it off, and no player interaction required unless desired.
- I'd prefer there were limits on the purchase of weapons and armor. For some NPCs it doesn't make sense; farmers shouldn't work in full suits of armor, unless their neighborhood is VERY lively. Many NPCs are supposed to play a specific role, which means they should have a specific difficulty level in combat, which means they should have specific equipment. Also, someone mentioned, it would cause problems for the player if they bought out all the shops. But in a limited context, it might be great. Suppose you sell an enchanted item in a small, sleepy hamlet. Next time you come back, an ambitious young adventurer might be showing it off to his friends, bragging about the great deal he got and how he's going to go troll-slaying next week when the harvest is done. Or in major cities, some upper-class collectors might buy any uniques you sell and display them in their homes. These limited, designed possibilities could work nicely without screwing up the game.
- I have one to add: Please, PLEASE, let NPCs repair their equipment out of combat, and buy new repair hammers if necessary! I have dudes in my game who walk around perpetually shirtless because they can't figure out how to fix their cuirasses.
Interesting - it would be awesome to see a town slowly equipped with more and more high quality enchanted items, as you sell your loot at the local stores and they buy it. And repairing items is a must - and also opens up more dynamic options for the player to take.
For instance, buying out all repair hammers, stealing all repair hammers you can find in the town, and killing the blacksmith would prevent guards and other npc's from repairing their stuff.
If NPC's can buy armor and weapons, they could get buy with enough gold though.
Speaking of NPC gold - now that NPC's actually have jobs, lol, will their gold increase daily or weekly as they're paid? Something to consider.