Why do we need thieves??

1QD

Game Creator Extraordinaire
So with a great deal of systems, I see a dedicated profession of thief. I would argue the need on the basis that, thieves do not have special powers, just skills. You could play a warrior, and rob people, take advantage of someone you caught off guard, a servant could walk away with important documents, or a locksmith could open locks. Debate me, and if you like thieves, what do you like about them?
 

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The same reason real teams need specialists. In the worlds where "thieves" are a thing, need arises from the presence of theifly things. It is the same as hackers in cyberpunk and occultists in Victorian horror.

Now, if you want to argue that you "can do that with skills" the answer would be: sure. But then you have a skill based system, not a class based one, and it is true of everyone and every specialty. But you still end up with "thieves" if your "skill point" distribution is such that generalists are less effective.
 



To @Reynard 's point, the existence of a Thief/Rogue as a dedicated "profession" is a vestigial relic of D&D being a level + class based system.

It exists because in D&D's game terms, you are required to represent "differentiated specializations" as a class.

If you don't think there's enough "differentiated specialization" between a rogue and fighter, then sure, dump the rogue class and roll all of its options as selectable features within fighter or ranger.

In Savage Worlds (which was my primary system of choice for eight years), becoming a "rogue" is a completely natural process of selecting the specializations you want based on skill choices and edges/feats. If you want to be a "heavy hitter" fighter with specialized skills and edges that have "thievery" as an additional role, it can be done.

But Savage Worlds is purely skill + attribute based, not class based.
 

I'll add that the claim "thievery is just skills, and that's different from class abilities" is a fallacy that I'm guessing traces back to D&D's origins. Certainly treating picking locks and sneaking as something different from spellcasting and swordfighting is a valid design choice, but there's nothing intrinsically different about those activities that makes one a skill and another something else.
 



You don't "need" any particular class, concept or archetype for most RPGs. Well, I suppose if your game is "Wizards & Warriors" you would need wizards and warriors but in a more generalized system, such as D&D, nothing is essential. Classes are merely packages of features designed to emphasize a play style or thematic archetype. Include only the ones you find relevant for your game.

The OD&D thief started as a class that interacted directly with the xp for gp advancement system. If the goal was to gain gp to advance, well the thief was designed to extract as much gold as possible from the dungeon via avoiding treasure traps and accessing rooms and chests containing said gold. Sure other classes could do this but thieves were specialists at it. It was their sole reason for existing and, in fact, their specialization came at huge costs in fighting power and survivability. You wouldn't confuse an OD&D thief with a fighter in leather armor and high DEX. They had entirely different capabilities.

In later editions, the thief remains as a legacy class even though the gp advancement system has been largely discarded and the archetype has broadened to "skill-based, high-DEX, lightly armored" hero (more rogue than thief). Their combat effectiveness has increased to often be on par with (or superior to) warriors even as activity in the exploration pillar been de-emphasized.

Can you dispense with the thief class in any particular game? Yes. Can you give thief abilities to any other class, say fighters, and call it a day? Sure. Or could you turn them into feats for any character to optionally pick up? I don't see why not. It really depends on what options you want to give your players. D&D opts for class packaging for this sort of thing and I don't see it changing any time soon. That doesn't mean it's the only way.

You might decide that a quick, sneaky, lightly-armored skill-based character shouldn't be a viable option in a particular game and that there should be no character-building pathway for this to happen. For example, a game centered around honorable, armored questing knights ala the Round Table would have no need of the thief, save as potential adversaries.

On the other hand, you might decide in a dark, urban Blades in the Dark-type setting that all characters are thieves, regardless of their actual class, and gain abilities accordingly.

Is "thief" a strong enough concept to maintain it place in gaming? Yes, as much as "fighter" is, or "cleric" or "wizard".
 


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