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  1. Magic Missile

    New classes and new rule for Thiefy campaign...

    I did seriously consider Grim n Gritty, but I ended up modifying it lots and lots to try and get it to do what I wanted, before deciding it would be much easier to implement one additional rule in D&D combat than an entirely new ruleset... At the moment I'm thinking of rapidly levelling them to...
  2. Magic Missile

    New classes and new rule for Thiefy campaign...

    Eh, Keeper class could stretch out to 10 levels, but I haven't gone that far as I don't think my players will... :-) Number of players I hope will be four maximum... I can just about see a group of 4 thieves working as a team, especially if they have varying skills, but five or more thieves...
  3. Magic Missile

    New classes and new rule for Thiefy campaign...

    OK, so maybe increase moss arrows to +4? What whould happen if I used Warriors in place of Fighters...? So now I'm looking at an average Warrior1... CON let's say 14 (+2), d8+2 = hp 10, so a Rogue1 has to do 10hp to KO bu the normal rules... still hard to do on a d6+d6+2 (assuming average...
  4. Magic Missile

    New classes and new rule for Thiefy campaign...

    Re: KO Thanks for the feedback everyone. :-) It's a good idea, but there's still the problem of how a level 1 Rogue is going to do approx. 14 damage (average CON for Fighter1) with a sap... even with a sneak attack and a STR bonus of +2, you still need to roll double 6 to do 14 damage... I...
  5. Magic Missile

    New classes and new rule for Thiefy campaign...

    Ooooh, nice idea... *strokes imaginary beard*
  6. Magic Missile

    New classes and new rule for Thiefy campaign...

    Hello everyone. :-) I'm planning on running a campaign based loosely on the computer game Thief: The Dark Project. Basically, the players will all start out as human rogues (demihumans/monsters are very rare in this setting) and advance a few levels before being recruited by the shadowy...
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