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Showing posts with label skills. Show all posts
Showing posts with label skills. Show all posts

Monday, June 25, 2018

House Rules for Thief Skills


There have been many posts and discussions about how low level thieves are not particularly good at their jobs. By that I mean their percentages in their class skills are nearly all pretty low. They even appear worse at hearing noises than non-thieves until they gain a few levels.

Along with this criticism has come many attempts to correct this, up to and including new skills tables, new mechanics, or even the whole class being scrapped. So I am suggesting possible ways to address this in my games. Feel free to use or ignore them.

Many of the thief skills are things that any person could reasonable attempt. Anyone can try to move quietly or climb something or hide in the shadows. The rules even allow non-thieves to check for traps and listen for noises. For my games, the only skills and abilities that are reserved as “thief only” are Open Lock, Pick Pocket, and Backstab. The rest allow for at least some chance of success to the non-thief, but thieves do have an edge when attempting them.

Find Trap: Everyone can try to spot simple traps (a trip-wire or snare, a covered pit, etc.). Only thieves can spot complex traps like tiny holes in the wall that shoot darts or vent gas. Thieves can also detect traps of a magical nature if there is something tangible to detect. e.g. a Thief might spot magical runes on a door (even if he can’t tell what they do), but he might not be able to tell there is a spell in effect inside a room.

Remove Trap: Non-thieves might be able to disarm simple devices by a player describing their actions and making a DEX check, like cutting a trip-wire, but a thief can disable a trap without destroying it. He can also disarm more complex traps like poison dart locks on treasure chests.

Move Silently: This isn’t a complicated one. As long as he isn’t wearing heavier than leather armor, any character can attempt to move silently at the same skill level as a 1st level thief. Non-thieves never improve beyond this ability.

Hide in Shadows: Like moving silently, the non-thief gets a base chance equal to a 1st level thief, but does not improve over time.

Climbing Sheer Surfaces: Anyone can climb “normal” surfaces like a steep hill, tree, or a rope. Thieves are the only ones trained in climbing nearly vertical surfaces like walls. In my game, thieves tools include things like “climbing claws” and shoe spikes. If a fighter wants up a cliff, he needs to get someone to lower a rope or find a ladder.

Hear Noise: This one is more about careful reading of the rules as written than an actual house rule. Everyone can roll to listen for noise behind a door (as per the rules on B21), and so can the thief. But the thief can hear noises in other circumstances; eg something slithering up behind them.

I haven’t put these house rules into practice in a game as yet, but they seemed a less invasive way to address low-level thieves lousy odds at success and the idea that other characters can try their hands at being “thiefy.”