What are you supposed to do if you get pickpocketed by a common street thief in D&D 5e?
DMG page 116, random urban encounters:
>Pickpocket. A thief (use the spy statistics in the Monster Manual) tries to steal from a random character. Characters whose passive Wisdom (Perception) scores are equal to or greater than the thief's Dexterity (Sleight of Hand) check total catch the theft in progress.
What are the statistics of this NPC?
>AC 12, HP 27 (6d8), Speed 30 ft., Str 10, Dex 15, Con 10, Int 12, Wis 14, Cha 16
>Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4, any two languages
>Challenge 1
>Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
>Sneak Attack +2d6
>double attack with short sword
>hand crossbow
Wow. Common pickpockets are hardcore. If the pickpocket is a half-elf, they go up to Dex 16 and Cha 18 (DMG page 282), giving them another 1 to those ability checks, attack rolls, and damage rolls. They also gain two more skills and darkvision as a half-elf. Half-elven pickpockets are better rogues than level 4 PC rogues!
Perhaps you want to give chase to the thief using the chase rules? Good luck with that; the pickpocket has Cunning Action. Why are these street pickpockets so competent?
And why are the 5e chase rules so bad? I just ran a chase wherein two level 4 PCs were giving chase to a thief (one without Cunning Action, just to be merciful). The PCs nearly lost the chase multiple times due to the Stealth rule. Both PCs kept on running into damaging complications and failing to overcome them. On top of that, due to a string of terrible luck with overzealous guards as complications, one of the PCs nearly died from critical hits on opportunity attacks.
The 5e chase rules are better at running a slapstick comedy of a chase scene rather than anything from a cool action movie with a competent chaser and a competent quarry.