- Pick Locks: As it is, but only one try per lock (if you fail then someone else can try, or the fighter will have to smash the door down).
- Find and Remove Traps: You can live without this. If a character is about to fall into a pit, let him roll to see if the pit surprises him. If the character says he is moving carefully and looking for traps you may allow a +1 to his roll.
- Pick Pockets: As it is, but without all the shit about being caught. If you fail the roll then you are caught.
- Move Silently/Hide in Shadows: Anyone who is unarmored or in light armor (i.e. leather) can move silently just by saying "I move silently/hide in shadows" as explained here. Although, thieves are far better at it than other classes! If the thief succeeds in moving silently/hiding in shadows no further roll is required and the opponent is automatically surprised. Otherwise the opponent is allowed to roll to determine surprise.
- Climb Walls: As it is. Thieves are more or less like Spiderman when it comes to climbing.
- Hear Noise: This is basically useless. Anyone can hear noise at a door or in a hallway/cave. Roll for Surprise if you think that success/failure will make a difference between life and death.
- Read Languages: Change it to "Read Treasure Maps", whatever language they are in.
- Use Scrolls: Are you kidding? Forget it.
Sunday, January 23, 2011
A Thief I Can Play With
This is my attempt to create a thief class that a) doesn't interfere with the simplicity and the "anyone can do that, just say you do" concept of OD&D and b) really fills the gap. Pick a thief class (whether from Greyhawk, B/X, BECMI, Advanced 1e or 2e) and read the abilities as follow:
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