A lot has been said about the Thief class. I’ve said a lot about it. I am really divided on the topic.
On one hand, when I’m in OD&D mode, I want player skill,
reasoning, and description to rule the day. I love the idea of a return
to the days when players said “I carefully remove the clothes from the
chest, being watchful for tripwires or things of that sort. When I have
them emptied, I lightly tap around inside the chest, listening for
hollow spots or a false bottom.” To me, that is so much better than “I
check out the chest. My Perception Check was a 15. What do I find?”
Yet, there are times when player description just isn’t enough.
Describing how to pick a lock isn’t something most of us can do with any
degree of accuracy, for example. So, I do think there are instances
where player skill needs to give way to character skill. Besides which, I
like the idea of a skulking character of unsavory repute, but he is
necessary. While I like the idea of any character doing thieving things,
I also like the idea that one character may be better at it, or an
aspect of it, than another character.
I’ve given some thought to various methods of making this happen. I could just allow the Thief from Greyhawk to the available classes. If I did, though, it would give one class a monopoly on thiefly activities.
I could make available a “graft” of the thief skills, at an XP cost.
This seems ok, but just doesn’t feel right. I’m not crazy about the
thief skill being this homogenous blob. I prefer the idea that a guy can
be a first-rate lockpick and not know a damn thing about sneaking
around.
lastly would be some method whereby players could select thief skills
for their character, cafeteria-style, at some sort of premium, such as
additional XP. The drawback to this option is that it starts straying
into the murky area of a skill system, which I prefer to avoid.
Here’s an idea I had. I’m just spitballin’, but here it is. In Greyhawk, the majority of Thief skills are divided up into two broad categories: Open Locks/Remove Traps
and Pick Pocket/move Silently/ Hide in Shadows. I propose that Fighters
and Magic-Users (only) may opt at character creation to have certain
Thief skills. The player may choose one group for his character to have.
The choice must be made during character creation, and can not be
changed. The character advances in those skills per Greyhawk. In return, the character must forfeit 15% of earned experience. Up to 10% of this may be offset by high Prime Requisites.
I’m not so sure I’m crazy about that either. But there it is. If
anyone has an opinion on the matter, or that idea, I would love to hear
it.
Ok, I just had another idea. This one can apply to pretty much
anything, not just thief-like activities. Very simply, when the outcome
of something is too variable to allow a player to simply describe his
character’s actions, roll d20 and add the most appropriate stat. The
referee will do likewise, high roll is successful. This can be used for
anything from picking a lock (give it a rating to be added to the d20
roll), to sneaking past a guard, climbing a wall (d20 + rating based on
surface and conditions), deciphering something written in a lost
language, etc, etc.
I hate to sound like I’m patting myself on the back, but I really
like this idea. It even takes class into account, in a way. If the
referee allows players to place stats rather than rolling in order
(which I do), then the best numbers will be allocated to the stats that
are most relevant to the class. In other words, there’s no need to give
Fighters a bonus on a physical roll because he will most likely have his
best number in Strength anyway. If you want a guy that is above average
in the thieving arts, just be sure and put one of your better numbers
on DEX. If it means missing out on the Prime Requisite bonus, then
that’s the cost of being a jack-of-all-trades. This should also play
very fast at the table. All in all, I think I might be onto to something
here.
Idea I had was let everyone use Thief skills (maybe not Pick Pockets-it's pretty thiefy) at their level. Thieves get to reroll if they fail (almost muffed it but pulled it out at the last second).
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