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Context Switching Paralysis, or Why we Will Always Have the Thief Debate
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<blockquote data-quote="Voadam" data-source="post: 8748604" data-attributes="member: 2209"><p>That is a point for OD&D RAW.</p><p></p><p>In 1e AD&D as written by Gygax however RAW was it is the percentage of successfully climbing walls that were explicitly not sheer.</p><p></p><p>1e PH Page 27: "Ascending and descending vertical surfaces is the ability of the thief to climb up and down walls. <strong>It assumes that the surface is coarse and offers ledges and cracks for toe and hand holds.</strong>"</p><p></p><p>Page 28: "<strong>Climbing Walls</strong> is attempted whenever needed and desired. It is assumed that the thief is successful until the mid point of the climb. At that point the dice are rolled to determine continued success. A score in excess of the adjusted base chance indicates the thief has slipped and fallen. (Your referee will inform you of what amount of damage has been done from the fall.) Success indicates that safe ascent or descent has been accomplished. Note that in some cases a third d10 will have to be rolled to determine the success or failure."</p><p></p><p>Page 28's chart for thief skills also labels the ability "<strong>Climb Walls</strong>"</p><p></p><p>Moldvay B/X Basic RAW is a bit contradictory. In the Thief class description on B10 it is "<strong>climb</strong> <strong>steep surfaces</strong>," but on the chart on B8 it is labelled "<strong>Climb Sheer</strong> <strong>Surfaces</strong>" then in the description on B8 it says steep again "<strong>Climb Steep</strong> <strong>Surfaces</strong>, when failed, will result in a fall. The thief will take 1-6 (Id6) points of damage for each 10 feet fallen. This roll should only be made once per 100' of climb attempted. If failed, the fall will be from halfway up the surface."</p><p></p><p>It would have been great if these were just abilities of a thief. If they had the ability to just straight out succeed on their abilities. In OD&D to strike silently from behind, get +4 to hit, and get a damage multiplier at first level and again every four levels, instead of getting that in the odd conditional circumstance when they could get in a strike that was both from behind and silent. A poor AC, low hp guy who attacked better for more damage is an interesting tank fighter alternative. And it fits the archetype Gray Mouser. If they could just remove small traps that the PC finds (OD&D did not have a detect traps thief skill). If they could just sneak. I could see enjoying playing that character from low to high levels.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8748604, member: 2209"] That is a point for OD&D RAW. In 1e AD&D as written by Gygax however RAW was it is the percentage of successfully climbing walls that were explicitly not sheer. 1e PH Page 27: "Ascending and descending vertical surfaces is the ability of the thief to climb up and down walls. [B]It assumes that the surface is coarse and offers ledges and cracks for toe and hand holds.[/B]" Page 28: "[B]Climbing Walls[/B] is attempted whenever needed and desired. It is assumed that the thief is successful until the mid point of the climb. At that point the dice are rolled to determine continued success. A score in excess of the adjusted base chance indicates the thief has slipped and fallen. (Your referee will inform you of what amount of damage has been done from the fall.) Success indicates that safe ascent or descent has been accomplished. Note that in some cases a third d10 will have to be rolled to determine the success or failure." Page 28's chart for thief skills also labels the ability "[B]Climb Walls[/B]" Moldvay B/X Basic RAW is a bit contradictory. In the Thief class description on B10 it is "[B]climb[/B] [B]steep surfaces[/B]," but on the chart on B8 it is labelled "[B]Climb Sheer[/B] [B]Surfaces[/B]" then in the description on B8 it says steep again "[B]Climb Steep[/B] [B]Surfaces[/B], when failed, will result in a fall. The thief will take 1-6 (Id6) points of damage for each 10 feet fallen. This roll should only be made once per 100' of climb attempted. If failed, the fall will be from halfway up the surface." It would have been great if these were just abilities of a thief. If they had the ability to just straight out succeed on their abilities. In OD&D to strike silently from behind, get +4 to hit, and get a damage multiplier at first level and again every four levels, instead of getting that in the odd conditional circumstance when they could get in a strike that was both from behind and silent. A poor AC, low hp guy who attacked better for more damage is an interesting tank fighter alternative. And it fits the archetype Gray Mouser. If they could just remove small traps that the PC finds (OD&D did not have a detect traps thief skill). If they could just sneak. I could see enjoying playing that character from low to high levels. [/QUOTE]
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