Saturday, January 14, 2017

Thief Class for classic D&D and retroclones

The thief class was introduced to the D&D game in Supplement I: Greyhawk and although it wasn’t spelled out, most of the thief’s abilities were exceptional versions of things other characters could already achieve. Rules already existed for attacking from behind, listening at doors and finding traps but the thief was an expert at these things. Opening locks and picking pockets weren’t really described previously but presumably there’s nothing to stop another character from attempting these actions. In the years following the introduction of Advanced Dungeons & Dragons, however additional questions arose surrounding such actions and some level of niche protection made it unlikely to find support for resolving a fighter’s attempt to pickpockets, for example. With thieving skill analogs generally absent among non-weapon proficiencies, the idea that only thieves could do perform certain tasks began to take hold and become dominant in minds of players.

With the third edition of the game, Dungeons & Dragons standardized the results of actions with the new core mechanic, including most of the thing thieves could accomplish previously. The new rogue class was simply more likely to possess “thief” skills and much more likely to actually be capable with more than one or two of them. The logic behind this move was sound and the idea of rogues being skill experts who might be thieves has become prevalent. Nevertheless, a certain amount of charm unique to the concept of the adventuring thief was left behind by this shift. Various retroclones, such as Dungeon Crawl Classics, HackMaster, and Lamentations of the Flame Princess, have taken steps to reconstruct the thief but typically do so at the expense of the ability of other classes to make use of similar skills.

This version of the class is intended to be used in any retro-style game that includes a skill or proficiency system. Any character might reasonably try to use or improve skills like Climbing, Hiding, Lockpicking, Pickpockets, Stealth, or Traps and thief characters themselves will often make use of such skills. However, thieves have exceptional abilities making them capable of perform feats no other characters are capable of no matter how skilled they might be. While such characters may be practiced in the arts of stealth, only a thief can move without producing any sound or become imperceptible by sight while cloaked in shadow.

Note: This write-up uses terminology specific to retro-style house rules but the concepts should be familiar to players of classic games or retroclones. Specifically, “Judge” refers to the gamemaster, an “exploration round” is equal to one minute of game time, and a “combat round” is equal to six seconds of game time.

Thief
Thieves come from many backgrounds and can be kind or cruel, cheerful or troubled. All rely on artfulness and deception but those who survive do so either by carefully choosing their allies or simple dumb luck. Among adventurers, thieves are remarkable in that they take risks not for glory, or power, or in pursuit of a cause. To a thief, the risk is its own reward. Many thieves could reasonably return to a normal life after one harrowing journey into the unknown but few can resist the desire to tempt fate time after time. Indeed, a thief laden with wealth is likely to let go of her gains rather than pass up the chance to avail herself of a new opportunity regardless of the potential for reward.

Backstabbing
When striking silently from behind, thieves receive an additional +2 bonus to hit and deal increased damage. At first level, thieves roll an additional die of the type appropriate to the weapon used, except for daggers and similar weapons which receive two additional dice. The number of extra damage dice is increased by +1 for every four experience level earned until the 13th level.

Thieving
All checks for thieving are made in secret by the Judge and the success or failure of a check may not be readily apparent. If the thief states she will hide in shadows, the Judge rolls and makes not of the result but the thief’s player only knows that she has hidden and not whether the shadows conceal her completely.

The thief must be unencumbered to use any thieving abilities that involve movement, and must be equipped appropriately for the task for there to be any chance of success. For example, a thief wearing a heavy helm will automatically fail to digest noises (the Judge will still roll but treat any result as a failure unless the thief’s player indicated that her helm was removed before the attempt) and a thief with no lock picks or suitable substitutes will fail to open a secure lock. In any case, the Judge should only indicate what equipment is or is not appropriate if the thief’s player asks beforehand and the Judge retains complete discretion of what information to disclose.

Cling to Walls
The thief can cling to surfaces without discernible hand or footholds and catch themselves from falling with a 75% chance of success. Add +5% to such attempts at the 2nd, 4th and 6th experience levels and then +1% for each level of experience gained thereafter to a maximum of 99% at the 15th level.

Note that progressing along any surface after establishing a hold requires a normal Climbing skill check.

Digest Noises
Thieves develop an extraordinary ability to discern and make sense of faint sounds. By standing in silence and concentrating for 1 exploration round, the thief may attempt to understand sounds which are indistinct to normal hearing. The thief must state her intent to use this ability; it as not automatic. For example, the thief could attempt to make sense of muffled voices speaking on the other side of a heavy door. The thief must already be aware of the sound to use this ability, perhaps requiring success with a normal Perception check first.

Thieves have a 15% chance to succeed at 1st level and 25% at 2nd level. After this, add+5% to the success chance per level to a maximum of 75% at the 12th level of experience.

Find Traps
The thief can attempt to locate all manner of traps or alarms (usually without setting them off). To attempt to find a trap, the thief must be able to touch and examine the area suspected of containing it for 1d10 exploration rounds without interruption (the Judge rolls secretly and the thief must start over if interrupted). At the end of the examination period, the Judge checks for success and then informs the player that the thief is absolutely certain that there is or is not a trap present and the general purpose of any trap found. If the thief finds a trap, she may search again (for another 1d10 rounds) until being informed that none are found.

At 1st level the thief has a 25% chance of success. Add +15% at the 2nd and 3rd levels, +10% at the 4th and 5th, +5 % at the 6th through the 8th and +1% thereafter to a maximum of 99% at the 17th level of experience.

The thief may only attempt to search the same area for traps once (until none are found) unless the thief conducts a new examination after gaining a new level of experience. For example, if a clever 6th level thief captures a mysterious puzzle box and has convinced herself that the item must be deviously trapped (despite finding none) she can only check again upon attaining the 7th level (now with a 85% accuracy rate). If the thief receives a result of “none found” she must decide if she is confident enough to open the item or if she would prefer to wait until learning more before trying again.

Hide in Shadows
The thief can attempt to cloak herself in shadow and become completely hidden from normal sight and infravison. Any character or monster observing a thief performing this feat will continue to perceive her unless they leave the area and return later. Being engaged in combat or otherwise distracted may prevent such observation; the thief’s player will need to be attentive to the Judge’s description of events to determine whether or not the thief has a chance to hide. 


Once hidden, the thief can move at dungeon speed (10 feet per movement point each minute) and stay hidden provided she remains in shadows the entire time. She can also make careful adjustments without being seen, such as slowly drawing a weapon or uncorking a potion, though such actions may still make noise.

At 1st level the thief has a 10% chance of success. Add +10% at the 2nd and 3rd levels of experience and +5 % for each level until the 15th. At the 16th level, reduce the rate of improvement to +1% to a maximum of 99% at 24th level.

Move in Silence
The thief may attempt to move silently at any time. While doing so, the thief moves quietly and believes she is making no noise. Her movement rate is reduced to 1/3 normal. After checking for success the Judge will continue to make Perception checks for other characters and monsters normally but if the thief succeeded in moving silently, there is nothing to hear.

At 1st level the thief has a 25% chance of success. Add +5% for each level gained until the 14th, adding only +1% per level gained thereafter to a maximum of 99% at 23rd level.

Open Locks
Thief characters learn and how to solve puzzle boxes and to quickly pick locks. Picking a lock requires that the thief uses lock picks and spend 1d10 combat rounds on the task. If the thief doesn’t have lock picks, she may use improvised tools at a penalty based on the suitability of the item(s) as determined by the Judge. The feats of puzzle box solving and improvised lock picking both require 1d10 exploration rounds rather than combat rounds.

At 1st level the thief has a 15% chance of success. Add +15% at the 2nd and 3rd experience levels, +10% at the 4th and 5th and +5 % from the 6th through the 10th. Add +1% per level gained thereafter to a maximum of 99% at the 19th level of experience.

The thief may only attempt to open the same lock or puzzle box once before gaining a new level of experience at which time she may try again. However, the judge should keep in mind that a failed attempt to open a lock may damage it so that it can no longer be opened with this ability, the Lockpicking skill, or even the appropriate key!

Palming/Pocketing
Thieves are able to perform undetectable tricks with small items; lift and pocket them, palm them or plant them on others. The thief’s player declares the target item and intention to the Judge. The player may also attempt to pick a pocket for a random object contained therein. The Judge decides whether or not the intended action is feasible but always rolls for the thief even if success is impossible (if the item is too large to hide or remove, for example). The size of the thief should be taken into account. A thief with small hands may be able to reach into spaces more readily, but will be hard-pressed to keep a long jailer’s key hidden from view. As with all thieving skills, the thief’s equipment should be considered. If the thief keeps a small blade on hand, she may be able to cut a strap securing the object or if she wears long sleeves she may be able to keep larger objects hidden.

Picking pockets or planting items requires 1d10 combat rounds or 1 exploration round, although the Judge can rule that certain attempts take longer. During this time, the thief must be able to study the target item or else the character or monster possessing it. During combat the thief can move and take simple actions, however making an attack or fending one off may spoil her concentration and force her to start over (the Judge should require a Discipline skill check). At the end of the required time, the Judge checks for success.

When used successfully, pick pockets has the intended effect and no character but the thief will notice the results (but the Judge should roll Perception checks regardless of success or failure). Unquestionably, only a desperate thief will rely solely on this talent. The thief’s player should also use the Sleight of Hand skill for added assurance. If the thief only declares the use of pick pockets to filch or plant an item, a failure indicates that the thief is caught in the act and the item remains out of her hands. When palming an object or using Sleight of Hand in addition to this talent, success is still possible depending on the outcome of all appropriate rolls. A successful pick pockets use causes all opposed checks to fail automatically even if the thief’s player rolls poorly with Sleight of Hand.

At 1st level the thief has a 25% chance of success. Add +10% for each additional level of experience gained through the 8th. Increase the success chance by +1% thereafter to a maximum of 99% at the 12th level.

Recognize Languages/Draw Inference
Thieves learn to scan writing quickly and to understand innuendo and coded speech. As a result, the can recognize many forms of both verbal and written communication and can understand the intent, if not the exact meaning, of speech. When encountering speech or visual representation of language that the thief is not able to understand, the thief’s player may ask if it can be recognized. On a success, the Judge informs the player what language or writing system is being depicted or spoken. In the case of speech in an unfamiliar language (even a secret language), coded language or jargon, the player may ask if the thief can infer its meaning. In this case, the thief must listen for 1 exploration round (one minute) and a success allows the thief to understand the ‘gist’ of what is said thereafter. If the thief hears the same type of speech in the future, she is no longer required to spend time listening; the player can call for a check to immediately understand what is being said.

In addition, after reaching the 4th level of experience, a successful check allows the thief can understand directions on a map perfectly in any non-magical writing system and she can study writings in any language she is familiar with to infer the meaning of a portion of the text. The Judge determines how long the thief must study a particular document although a single passage usually takes 1 exploration round. The amount of information gleaned is equal the success chance (so a 4th level thief understands half of what is written on a success).

At 1st level the thief has only a 5% chance of success. Add +5% for each level gained except the 7th, 8th and 9th levels (add +10% when attaining those levels) a maximum of 80% at the 13th experience level. The thief should remember to use appropriate equipment in the case of written text such as annotated foreign language dictionaries or a cipher for code breaking.

Note that if the thief’s player fails to make a point of providing time for the thief to study a variety of written languages, the Judge will treat all checks to understand new text as failures until the player takes steps to rectify the situation. Also, this ability is no substitute for language fluency. Although the thief may understand some of what she hears or reads, she lacks context and may miss subtleties that a fluent speaker would have a chance to notice. For example, if a story written in another language provides clues about the origin of a particular tradition or is a veiled indictment of the queen’s treatment of the peasantry, the thief will only have an idea of the plot and characters and events depicted, not that the story suggests that traveling through the forest without an iron dagger is bad luck or that the bear represents the queen’s thoughtless brutality.

The thief may only attempt to understand a particular document once unless the thief reviews the material again after gaining a new level of experience.

Remove Traps
The thief is able to remove or disarm any trap that has already been discovered. Each attempt requires 1d10 exploration rounds and the Judge checks for success at the end of that time and then informs the thief’s player of success or failure. On a failed roll of 96-100% the trap triggers. A thief may attempt to remove enchanted or invisible traps with half the usual chance of success. In the case of invisible traps, success or failure may not be evident to the thief and the Judge can choose to make no comment or to call for another check (such as Perception or digest noises) before deciding what to tell the thief’s player.

Traps that are entirely magical in nature are usually beyond a thief’s talents.

At 1st level the thief has only a 10% chance of success, but adds +10% upon attaining the 2nd and 3rd levels. Add +5% advancing to the 4th through the 15th experience levels and then add +1% each level thereafter to a maximum of 99% at the 24th level of experience.

 



Thieves and Luck
Thieves interact with Luck differently than other classes. First, when a thief chooses to Challenge Fate, she adds +1d6 to the result of the die roll instead of +1. Second, when a thief recovers Luck spent by Challenging Fate the thief’s player makes a Luck check. On a success, the thief recovers two points instead of one. Lastly, when a thief gains a level, she gains 1 point of Luck providing her current ability score is 12 or less.




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