Showing posts with label Thief. Show all posts
Showing posts with label Thief. Show all posts

Saturday, October 15, 2016

5e and The Lost Colonies

When the current party I am GMing created its characters, I had yet to get my hands on the core books and was operating solely with my reading of the Basic version of 5e. As such, I limited the choice of classes to the archetypal four found in Basic: Cleric, Fighter, Rogue and Wizard. This made my life easier and, as I explained to my players, all of the other classes are really just variations of those four classes.

Having now read the PH and getting a better handle on both the system and the classes I have come to a rather surprising conclusion: if I were to do it all over again, I would have limited the class choice to three, but not the three one might expect.

I say three, because when I first started the Lost Colonies campaign world so many years ago that is exactly the number of classes I allowed (plus the race-as-classes of B/X). I got rid of the thief and wanted to see what the game would feel like with only the three classes of 0e. It worked surprisingly well. When new classes were introduced, it happened organically because of events within the campaign.

I also intellectually like the conceptual and mechanical balance associated with the three classes: Fighters fight, magic-users use magic and clerics are something in between (which, in practice, leaned more towards fighting than magic). This balance, however, does not really exist between the three core classes in 5e. While fighters still fight, the differences between clerics and magic-users have been blurred so much that it is hard to tell the difference without seeing the mechanics behind the special effects.

Thus, the three classes I would use in 5e to emulate that 0e feel I was going for when I first began using the Lost Colonies are:

  • Fighter
  • Paladin (in the place of the cleric)
  • Warlock (in the place of the magic-user)

In the Lost Colonies, all clerics worship the same god. I don’t need different Domains to represent different pagan cults. The paladin better represents a monotheistic set-up. They also don’t get their spell-casting abilities until 2nd level, just like B/X and 0e. In addition, they have fighting skills like a fighter, but don’t have as broad a choice nor are as good at them in the long run as the fighter is.

The warlock is the best D&D representation of the idea that arcane magic is a dangerous thing. It also is the closest I have ever seen D&D get to one of my favorite magic systems — the Elric RPG where demons and elementals were bound into items in order to get magical effects and spells. In addition, this also is a really good analog for the idea that pagan clerics are really magic-users dressed up to look religious.

Obviously, the various patrons for PCs would have to be tweaked else the cleric (paladin) and magic-user (warlock) would not get along very well. My initial thoughts are these: The Summer Queen/Winter King (a variation of the Archfey patron), the Dragon Kings (ancient metallic dragons, which could be a variation on the Great Old One) or the Celestials (archangels, which could be a reverse variation on the Fiend). Since these arcane casters have cantrips and can be really good casters at first level, they are much better at casting than clerics (paladins) who get no cantrips. Thus, it better cements the cleric (paladin) as a tweener whose magic comes from a much different source than the magic of the magic-user (warlock).

For those who want to play a thief, I will provide a background called Thieves’ Guild which will provide all the skills and connections necessary to play one, while still being one of the three core classes. Ironically, this set-up probably does a better job of emulating Fafhrd and the Grey Mouser than any version of D&D ever did.

In the same vein, for those that want to play a barbarian, bard, druid, ranger or monk I will provide a background which will encompass all the skills and backstory necessary to play one.

BTW this is yet another reason I think the background mechanic for character creation is such a brilliant idea. I get to have a much simpler version of 5e by limiting it to three core classes and players can customize these three core classes to emulate all kinds of cool characters without hardly any mechanical shenanigans.

Thursday, February 26, 2015

Arriving at a LL Thief Class with ACKS and Starships and Spacemen 2e

What follows is the version of the Thief that I would want to play, and therefore is the one I offer as a PC class in my LL games. It was made using a combination of concepts from Starships and Spacemen 2e by Goblinoid Games and the custom character creation system from the ACKS Players Companion.

If Fighter 1 from the ACKS PC is collapsed (as suggested by Harvicus) so that both Broad and Narrow weapon selection = d6 class damage die, this version of the thief gains two extra slots by reducing armor from Unrestricted to Narrow (Leather only). They then have the fighting styles of two weapons and TH weapons (weapon + shield is the one unavailable). It would be possible to gain one more slot (and thus one more Thief ability) by sacrificing the ability to use TH weapons.

Thief


Requirements: none
Prime Requisite: DEX
Hit Dice: 1d6
Damage Dice: 1d6
Maximum Level: 14

Thieves represent those Jack-of-all-trades characters that have a range of unique abilities that make them very handy companions in adventures. Upon creation, a player chooses seven of the following abilities:

  • Arcane Dabbling: The character may attempt to use wands, staffs, and other magic items only useable by magic users. A successful throw is necessary. Failure (at the discretion of the Referee) may result in unexpected results.
  • Climb Walls: This is an ability to climb sheer surfaces and the like which could otherwise only be scaled with proper equipment.
  • Find Traps: This allows the Thief to detect a trap. This ability roll is in addition to any other roll that might be applicable (if a normal character can spot a trap with a 1-2 on a d6, the Thief gets that roll in addition to the Find Traps ability).
  • Hear Noise: This allows the Thief to hear noises not otherwise detectable. It also allows the Thief an additional opportunity to hear a noise normally detectable by other classes.
  • Hide in Shadows: This allows the Thief an additional opportunity to achieve surprise in situations where hiding could achieve such an effect. At the discretion of the Referee, it may also afford opportunities at surprise when not possible by other classes.
  • Move Silently: This allows the Thief an additional opportunity to achieve surprise in situations where moving quietly could achieve such an effect. At the discretion of the Referee, it may also afford opportunities at surprise when not possible by other classes.
  • Open Locks: This allows the Thief an opportunity to open a door without alerting those on the other side of the door. It also represents an ability to unlock a variety of items (like a chest) without bringing harm to that item.
  • Read Languages: This ability allows the Thief an ability to understand a piece of writing in any language. Once a Thief fails, he cannot try again on the same writing (unless he finds relevant information that would merit another try).
  • Sleight of Hand: This is the ability to do a practical effect with the hands that is akin to magic tricks. In other words, these are things that normally would not seem possible, but are made possible through deft hands.


In lieu of one of the seven, a player may substitute Backstab, which is a special attack when the Thief achieves surprise (either normally or through Hide in Shadows or Move Silently). When backstabbing, the thief receives an attack bonus of +4. At 1st through 4th levels a successful attack does double the normal damage, at 5th-8th levels triple the normal damage, at 9th-12th levels quadruple the normal damage, and at 13th level or higher quintuple the normal damage.

The player then picks a primary specialization and a secondary specialization. See the table below for the different chances of success for primary and secondary specialization in comparison to other abilities.

Due to the need to move freely to use their abilities, Thieves may only wear leather armor or lighter and may not use shields. They may; however, fight with a weapon in each hand or with TH weapons.

Reaching 9th Level: At level 9, a Thief can establish a hideout, and 2d6 thief apprentices of 1st level will come to work with the character. A successful character may use these followers to start a Thieves’ Guild.

XP        Lvl   Primary   Secondary   Other   Backstab
0           1          60             45          30         x2
1400      2          65             50          35         x2
2800      3          70             55          40         x2
5600      4          75             60          45         x2
11200    5          80             65          50         x3
22400    6          85             70          55         x3
45000    7          90             75          65         x3
90000    8          95             80          70         x3
190000  9          95             85          75         x4
290000  10        95             90          80         x4
390000  11        95             95          85         x4
490000  12        95             95          90         x4
590000  13        95             95          95         x5
690000  14        95             95          95         x5

Wednesday, May 8, 2013

The Burglar Class for ACKS

My first step in converting some of my ideas about a Homes/Cook Averoigne campaign to ACKS is the idea that the primary purpose of the Thief is that of door opener. As such, I have re-cast the Thief as Burglar and have replaced the Thieves Guild with the Adventurer’s Guild.

Mechanically and philosophically, it is important for the feel of the game I want to play that PCs will encounter a semi-intelligent and hostile environment whenever they enter a dungeon. One way to emulate this is that all doors are locked. As such, the primary way of opening doors is to muscle through them. If the attempt fails, however, all chance at surprise is gone. Therefore, PCs have two alternative ways of attempting to open a door without giving up that chance of surprise should that attempt fail. One is magical (Knock) and the other is the Burglar.

Enter the ACKS Player Companion. Ostensibly, it is filled with extra classes, races, spells and equipment for use in Autarch’s house campaign world. However, they live by the credo that Every campaign is a law unto itself. Therefore, they provide a section wherein they brake down all of the mechanics that they used to create every class in ACKS (including the core classes) making it possible for Judges (the ACKS version of the DM) and players alike to create custom classes for their own campaigns.

This is, by far, my favorite aspect of ACKS. It is mechanically sound, balanced and backward compatible. The first part of my attempts to convert Averoigne to ACKS will heavily involve these custom class rules. First up is the aforementioned Burglar:

Burglar Class for ACKS


Prime Requisite: DEX
Requirements: None
Hit Dice: 1d6
Maximum Level: 14
Burglars are adventurers who specialize in the opening of doors (thus the title burglar). They may wear chain-type armor or lighter and are able to use axes, bows and crossbows. They can use the fighting styles weapon + shield or two-handed weapons.

Burglars have three Thieving skills: Open Locks, Find Traps and Climb Walls.

In addition they have the following Custom Powers:

  • Difficult to Spot: Burglars are very good at seemingly disappearing into shadow, nooks and crannies found within dungeons. If they are quiet and hold still while in cover, they can escape detection on a roll of 3+ on a d20. They can put this skill to use in wilderness conditions as well; however, the roll required is 14+ on a d20. [Note: the original Custom Power reverses these two rolls for Explorers and Elven Rangers]
  • Keen Eyes: Burglars can detect hidden and secret doors with a roll of 8+ on a d20 if they are actively searching and a 14+ on a d20 if only casually inspecting.
  • Loremastery: The burglar can decipher runes, remember ancient history, identify artifacts, etc. with a roll of 18+. This improves by 1 per level of experience.

Burglars fight and save as Thieves and can build an Adventurer’s Guild at 9th level (same rules as a Hideout). They also have the same Proficiency list as Thieves with the exception of Skulking and Sniping which are replaced with Blind Fighting and Eavesdropping. XP progression looks like this:

  • Level 2: 1,400
  • Level 3: 2,800
  • Level 4: 5,600
  • Level 5: 11,200
  • Level 6: 22,400
  • Level 7: 44,800
  • Level 8: 89,600
  • Level 9: 179,200
  • Level 10:279,200
  • Level 11: 379,200
  • Level 12: 479,200
  • Level 13: 579,200
  • Level 14: 679,200
Please Note: I deliberately chose not to give the Burglar the ability to Remove Traps specifically because I do not like having the process of disarming traps reduced to a die roll. I much prefer coming up with the traps and seeing how players figure ways to overcome them. I also chose axes over sword/dagger for allowable weapons because an axe can also be used to open a door. Additionally, in Averoigne swords are something primarily reserved for fighters.

***

This was the first big test for the Custom Class system of ACKS: could it emulate what I was looking for in the Bilbo Baggins inspired thief/burglar archetype? I think it has done so better than my own earlier attempts at  making the Thief class something that I would not only allow in my games, but would actually like to play.

Sunday, December 16, 2012

Reconsidering Thieves with Starships & Spacemen

When 2e D&D came out, it didn’t really affect the way in which my group played our version of AD&D (which was really something in-between AD&D and Moldvay’s Basic — much like LL+AEC). We largely ignored most of the rules, with the exception of the new rules surrounding magic-users and thieves.

Whereas my friends were enamored with the new schools of magic and what that meant not only for their characters, but the world they inhabited, I was thoroughly impressed not only with the way thieves finally had a decent chance to succeed at some of their skills at lower levels, but how a player could customize which skills their character was good at. Pick pocketing, for example, has never much been a part of any of the campaigns I have ever been involved in; however, lock picking and reading languages has. Being able to play a thief that was more of a tinkerer and collector of esoteric knowledge rather than a pick pocket really appealed to me.

Without having to track down a copy of the 2e PH (which I got rid of years ago), I now have an option for making Thieves more akin to that 2e version which appealed to me so much more than the standard thief found in older rules of the game. The unlikely source is Starships & Spacemen 2e (S&S) by Goblinoid Games.

As I stated in my review, the way that the inevitable skills found in modern and sci-fi RPGs is handled rather nicely in S&S and invites the system to be used in a number of different applications. One such application is to the classic Thief class.

Thieves in LL/BX have seven skills:

  • Open Locks
  • (Find &) Remove Traps
  • Pick Pockets
  • Move Silently
  • Climb Sheer Surfaces
  • Hide in Shadows
  • Hear Noise

The progression of these skills start somewhere between 10-33% (with the exception of Climb which begins at 87%) at first level to 70-95% (including Climb) at 9th level. In S&S there are three types of skills: Primary, Secondary and Other. At first level they are at 60, 45 and 30% respectively. At 9th level they are at 100, 85 and 70% respectively. Thus, they have a much higher chance of success at lower levels and progress more smoothly (+5% per level) to the same range of success at higher levels.

In order to implement this for the LL/BX Thief, the player chooses one skill as Primary, one as Secondary and the rest are Other. This allows not only for higher success at lower levels, but for the kind of customization I loved about the 2e Thief.

For those interested in using the Thief Skills as a kind of Saving Throw for when the player doesn’t come up with a legitimate way to deal with a situation and thus automatically succeed (e.g. disarming a trap), here are the numbers needed to make a save at first level:

  • Primary = 9
  • Secondary = 12
  • Other = 15

These saves are reduced by one at every level. These saves and skills can be adjusted with bonuses and penalties according to the situation, difficulty of the task at hand, players coming close to a legitimate solution, etc. Since they are "saves" or skills with a higher chance of success, these kinds of ad hoc adjustments by the Referee will be less onerous than for the poor 1st level thief who only has a 10% chance of removing a trap.

Thus, not only does this use of the S&S skill system offer more freedom to the player, it also offers more freedom to the Referee.

Monday, October 3, 2011

More Level Titles: Thieves

This list of level titles for the Thief is my own attempt to make explicit what is implicit in OD&D — all adventurers are thieves. Therefore, this list can be applicable to every class — the thief (or burglar, as I prefer to call them) is the one class that has no other guild/set of titles as an alternative.

Implied in what follows is another robust guild structure. Note, this is not a thieves' guild as found in later iterations of the game. Rather, it is an adventurer's guild. One of the driving forces behind play, especially as portrayed in Holmes & Cook, is of a desire by the current civilization to recover that which was lost from past civilizations. This is the reason for dungeon delving and the reason that dungeons exist in the first place — there are secrets hidden in places deep built by a lost people in the ancient past.

As such, it makes sense that there would be some kind of societal structure to help support such an endeavor. The following is a way to imply that structure in the game world.

  1. Auxillary — Though these would-be adventurers have the right to pay dues and therefore receive a discount on various adventurer-type goods as well as access to equipment not sold to the general public or otherwise tightly regulated (such as lock picks and greek fire), auxiliaries still must prove themselves in order to gain full membership.
  2. Delver — Having survived one or more expeditions, the delver is officially enrolled in the guild. These lists are made public, therefore delvers are more likely to have access to and attract higher quality henchman.
  3. Adventurer — The adventurer has access to guild experts to help identify and appraise treasures found on expeditions. At this point, the guild will start offering better prices for said treasures than normal street value.
  4. Journeyman — It is expected that a journeyman provide a minimum of three different maps or tomes as donations to the guild's library. After these donations, the journeyman is granted access to the guild's library.
  5. Compagnon — The compagnon is gifted with a necklace or other type of jewelry that when shown to any guild will allow access to that guild library.
  6. Traveller — A traveller is granted the right to borrow a map or tome from their own guild library as long as an item of equivalent value is left in exchange.
  7. Explorer — An explorer is granted the same privilege as a traveler for any guild library.
  8. Burglar — A burglar has the right to "borrow" maps and/or tomes from other guild libraries (one from each) for the express purpose of creating a new guild library.
  9. Master Burglar — A master burglar has the right to found their own guild.

Please note: the term "burglar" is understood to mean one who opens doors.

Wednesday, July 6, 2011

Rethinking Charisma and Wisdom

This is the time of year that the Orthodox Church is reading St. Paul's Letter to the Romans. I mention this, because I've been pouring over the original Greek and ran into this word: χάρισμα. Those of us who have spent any time in the hobby will immediately recognize its English progeny: charisma. What we won't recognize, however, is its meaning. Whereas we see charisma being related to attractiveness, charm and leadership qualities, χάρισμα means a gift freely given.

This got me thinking about characteristics and what they mean. In OD&D there is a kind of nice symmetry with the six characteristics. Three are prime requisites corresponding to the three base classes and which affect XP acquisition. The other three have a mechanic related (directly or indirectly) to combat. Constitution affects Hit Points, Dexterity affects missile combat and Charisma affects the number of henchmen one can bring to bear and how loyal they are.

The introduction of the Thief class disrupts this symmetry. If there is one thing about the Holmes edition that really irks me, it is that the prime requisite for Thieves has two mechanical bonuses (XP and missile fire) while every other class only gets one (XP).

As I see it, there are two ways to fix this:

  1. Do what was done in later editions of the game — give more mechanical bonuses to the other three prime requisites. There are two consequences to this approach (neither of which I am fond of). Intelligence gets short shrift in combat. Outside of extra languages, more spells, and/or skill bonuses Intelligence never really gets to shine once swords are drawn. Charisma becomes a dump stat. As characters gain more and more mechanical benefits for high ability scores, they become more and more robust. Therefore, the need to have henchmen in order to survive (especially at lower levels) disappears.
  2. The other option is to use χάρισμα as a jumping off point to redefine the ability scores in order to maintain the prime requisite's primary function as XP modifier.

The root word of χάρισμα is χάρις (charis) which is often translated as grace. In Paul, it is most often encountered is its plural form χαρίσματα (charismata) or gifts. The implication is that God freely pours out His grace upon us, and this manifests itself as gifts — preaching, teaching, etc. Given that the source of the Cleric's abilities —spells and turning — are granted by a divine power (God), it seems to me that Charisma is a better fit for a prime requisite than Wisdom for the Cleric.

Though Wisdom literally means the quality of being wise, that is not how it is used mechanically in later editions of the game. Rather, it is used to grant bonuses to saves vs. spells and to awareness-type skills. This mechanical expression more closely resembles an Orthodox Christian theological notion called the nous.

The word nous is difficult to translate. The best way I have found is the idea of receptive intelligence. When we have "aha!" moments, or instantaneous sparks of inspiration that is the nous in action. In other words, it is that part of us that is spiritually and physically aware of our surroundings. It receives information and processes it in a way that our reason cannot. Given that one of the primary functions of the Thief us to be aware of their surroundings, Wisdom (ironically) can become the prime requisite of Thieves, if it is understood to be the nous. In order to avoid the mental dissonance of criminal activity and being wise, I might be tempted to rename the ability Awareness.

Therefore, we now have four prime requisites: Strength, Intelligence, Charisma and Awareness. They all have the primary mechanical function of affecting XP; however, in order to do this Charisma must be stripped of the henchman mechanics. Either that, or the mechanic can be spread across all of the prime requisites.

I come to this from the perspective that when we think of great leaders, we will most often find people who have great skill in their chosen field. Alexander the Great was a great military mind. Pope John Paul II was a great theological mind. Bill Belichick, while not being very charismatic, certainly has a great football mind. Thus, when it comes to attracting and keeping hirelings, having a high prime requisite can represent that great mind found in the likes of Alexander the Great, Pope John Paul II and Bill Belichek.

One could go further and say that each prime requisite affects the loyalty of its given class. Thus, a magic user with a high Intelligence would have better loyalty from magic user hirelings than fighting-men. The reverse would be true of a fighting-man with high strength.

Therefore, the highest prime requisite score would determine the max number of hirelings total that can be hired. Strength would determine the highest number of fighting-men and their loyalty. Intelligence would would determine the highest number of magic users and their loyalty. Charisma would determine the highest number of clerics and their loyalty. Awareness would determine the highest number of Thieves and their loyalty.

The end result of this retooling of characteristics is a return to the symmetry of OD&D, where all prime requisites grant the same bonus to every class and where Dexterity and Constitution grant the same combat bonuses to every class.

Wednesday, June 1, 2011

Holmes & Cook: Mr. Baggins & the Thief Class

Over at Grognardling, Staples has taken on the onerous task of rehabilitating the thief class. One of the first things that he did was to tackle the idea that the thief has no archetype. Arguing that there are plenty of thiefly archetypes, he came up with an impressive list, including a Mr. Bilbo Baggins. He then goes on to insist on a name change for the class. He does this in order to better reflect his new list of archetypes.

Frankly, I think this is a brilliant idea. Following in his footsteps, I would like to propose a name change for the Holmesian Thief, where the archetype is Mr. Bilbo Baggins.

The reason I choose Mr. Baggins as archetype is because Tolkien casts such a long shadow over Holmes. Bilbo, more than any other character on Staple's list, fits into a Holmesian vision of D&D. So much so, that he implies that halflings can become thieves. The name I propose for the Holmesian Thief is the title that Gandalf gives Mr. Baggins in Tolkien's classic The HobbitBurglar.

Please note the definition of burglary in the Webster's Dictionary:
the act of breaking into a building esp. with intent to steal.
Given that the Holmesian thief has the primary function of opening doors, I think this is eminently appropriate.

In light of this name change and its homage to the archetype of Mr. Baggins, I want to take a quick look and all of the burglar abilities in light of this archetype.

Open Locks: as I have noted before this ability does not impede other classes from opening locks. Everybody has a base chance to open doors of 2 in 6. This burglar ability, then, represents an extra and stealthy attempt to open doors for the adventuring party. If this attempt should fail, the party still has an opportunity to surprise whatever lies behind the door with a normal 2 in 6 chance to open a door.

Remove Traps: personally, this is my least favorite ability of any thief class. Keeping in mind Mr. Baggins, however, this ability can be re-skinned as a saving throw. Bilbo Baggins never really removed a trap, rather he was in the right place at the right time. Thus, remove traps can become a saving throw for when a player fails to figure out to how disarm a particular trap. Making the save means that the burglar is in the right place at the right time. Therefore, every class still has the opportunity to disarm traps. The burglar just has a better knack for it.

Pick Pockets: like remove traps, I am not a fan of this ability. Its primary purpose seems to be to steal from party members (something that more often than not can ruin the fun of an evening). Yet, Mr. Baggins does display some sleight of hand. Therefore, I think this burglar ability needs to be treated in much the same way as Remove Traps — as a saving throw. If a player fails to adequately describe the working plan on how to use sleight of hand, the burglar is allowed this saving throw. Again, this does not prevent other classes from trying — it just gives a burglar an extra chance not to fail.

Move Silently & Hide in Shadows: these abilities represent the burglar's affinity towards being sneaky (something Mr. Baggins was very good at). This is where I am willing to take a major departure from the traditional mechanics of the thief class. Everyone can be sneaky. Mechanically, this is represented by the surprise roll. Every class has a 2 in 6 chance of surprising an opponent. The traditional percentile rolls for move silently and hide in shadows divorce these abilities from the normal surprise roll. When a thief has the ability to backstab these percentiles seem necessary. The Holmesian thief, however, has no backstab ability. Therefore, move silently and hide in shadows serve no real mechanical purpose.

Rather than using these percentiles, I propose that a burglar has an increased chance to surprise. At first level this could start out at 3 in 6. Using the same progression pattern as hear noise, this would increase to 4 in 6 at 5th and 5 in 6 at 9th.

This surprise could be handled in one of two ways. The first would be to grant this surprise to everyone in a party that includes a burglar. The other is to allow the possibility for a burglar to have a round of surprise while the rest of the party does not. This latter approach treads closer to the literary source material. There were many times where Bilbo Baggins seems to have an opportunity to act while the rest of his party does not.

Hear Noise: humans have a 1 in 6 chance to hear noise. Demi-humans have a 2 in 6 chance. Burglars, whether human or no, begin the game with a 2 in 6 chance and get better as they increase in level. For the reason that it really needs no re-skinning or tweaking, this is my favorite of all the thieves' abilities.

I must say that given these few small tweaks, I am far more comfortable with the Holmesian Thief ( a.k.a. the Burglar) than I am with virtually any other version of this class. That is not something I was expecting to be able to say...

Thursday, April 28, 2011

Holmes and the Thief Class

I am one of those grumpy old-school types who prefers my games without Thieves; however, I have reluctantly allowed their use (with heavy modification). In doing my thought experiment of trying to create an amalgam of Holmes and Cook, however, I've come to an Aha! moment with Thieves as written.

Holmes has this to say about dungeon doors:
Doors are usually closed and often stuck or locked. They have to have the locks picked or be smashed open. A roll of 1 or 2 indicates that a door has been forced open. Of course, if the party has to hit the door several times before getting a roll of 1 or 2, there is no possibility of surprising the occupants of the room.
In other words, Thieves are door openers. They give a party an extra roll to open a door to have a chance to surprise whatever is on the other side. In addition, as they advance, they get better at hearing noise behind the door (and they begin the game on-par with demi-humans); and they get an extra saving throw when trying to remove traps (the remove trap skill). All the other stuff is fluff until the Thief gets to high enough level to take advantage of it.

The upshot of all this is that in a world where dungeon doors don't just open, Thieves become a necessity. If you don't want to face a 60+% chance of never getting a surprise round when opening a door, bring a Thief.

Monday, January 31, 2011

The Thief as a Sub-Class

I must confess that I am not a big fan of the Thief class; however, I do understand why people do and that it probably ought to be part of the game. My biggest quibble with it is the way that it tends to make Thief skills exclusive to that class. In this sense, Mr. Raggi's Specialist is probably one of the best renditions of the class (because Specialist skills are inherent to every class, but the Specialist is able to do them better). I am of the mind, however, that Thief skills ought to be supernatural in character — a flavor that is largely absent from the way the Specialist is presented.

In order to satisfy this particular itch, and to emphasize that Thief skills are, in fact, inherent to every class, I have been meditating on making the Thief a sub-class along the same lines that I proposed for the paladin.

The following base skills are true of everyone with a chance of 1 in 6:
  • Pick Locks
  • Search (Find Traps + Hear Noise)
  • Sleight of Hand (Pick Pockets + etc.)
  • Stealth (Move Silently + Hide in Shadows)
  • Climb Sheer Walls
  • Read Language (get the basic meaning if the character knows a related language)
The following (total) XP may be spent per skill in order to improve the base chance:
  • 200XP..........2 in 6
  • 1800...........3 in 6
  • 14,600.........4 in 6
  • 117,000........5 in 6
Note: any XP spent on Read Language allows for a more specific understanding of what is being read regardless of what languages the character knows.

Backstab works in a similar way. The basic "backstab" ability is the surprise attack that all players receive when they catch opponents unawares. By spending XP, the surprise attack may be amplified:
  • 200XP..........+4 to hit
  • 1800............x2 damage
  • 14,600..........x3 damage
  • 117,000.........x4 damage
Players are allowed to spend XP earned during a session on these abilities when they have fulfilled in-game requirements. Given that these are supernatural abilities, the requirements need to be in the form of serving/making contracts with/pleasing supernatural beings. These beings are often Chaotic in nature (read: demonic), but not necessarily. For example, St. Vineria of the Eyes is known to give the Search ability to those who she finds worthy. Different skills could (should?) require different sources.

Normally, all of these abilities ought to require characters using them to be unencumbered. Given the supernatural character of these abilities; however, one could wave this particular requirement or impose a penalty for various levels of encumbrance depending on the flavor of the campaign.

Hopefully, this will put a very interesting spin on what it means to be a Thief.

Friday, January 8, 2010

Meditations on the Thief Class

As a Christmas present, I got a sampling of old-school modules written and published by various sources around the OSR. To one degree or another, all of them are excellent and one of my favorites (The People of the Pit) has already been integrated into my current campaign. When I was reading them, however, I noticed something that bothered me. The modules written for those rulesets that included the thief class — 1ed, OSRIC and Labyrinth Lord, for example — had some encounters that virtually required a thief to get past them unscathed. It made me remember why I dislike the class, but allowed me to view it from a new perspective.

When the thief class is introduced, player freedom is limited. The mechanical assumption is that the thief is the only class that can accomplish the tasks described under thief skills. Thus, traps suddenly require a thief to bypass. Players who choose to play a different class are no longer able to find or disarm traps.

Let me illustrate why I hate this using a different class — the cleric. In an encounter with the undead, clerics have at their disposal the ability to Turn. This ability, however, does not prevent any of the other classes from doing damage to the undead or otherwise participating in the encounter. If we were to apply the mechanical assumptions of the thief class to the cleric class, only clerics would be able to engage the undead and do any harm to them. All other classes would be completely ineffective against them. Encounters with the undead would suddenly be rendered completely unfun, which is how I feel about traps when thieves are allowed in the game.

Thus, thief skills, skill systems, or any mechanic that prevents anyone without access to a particular skill or mechanic from solving or otherwise defeating an encounter is not fun to play with. From a design perspective, every encounter in the game ought to be doable, solvable or able to be defeated by everybody — but some classes will be better equipped to deal with certain situations than others. Therein is the fun of the game — choosing a path (a class and its particular ability-set) and trying to overcome all of the various challenges adventures throw at us.

Where does this leave me in regards to the Thief? I still don't like the class, in large part due to where it takes the game mechanically. I am no longer going to say 'no,' however. As long as I don't get lazy designing traps — making sure I know how they work — then I can use the Thief skills as one might use a saving throw. I'll make the player describe to me how they might go about finding and removing a trap (or whatever other skills they might use) just as I would any other player in the same situation. When they fail to describe to me a legitimate way to succeed, the player of the Thief would then (and only then) get to roll against his skill. This way everybody can survive an encounter with a trap, Thieves are just better equipped to do so.