[Homebrew] Thief setting help

Shonuff

First Post
It may have been discussed here before, but I’ve never seen it. (-but if there is a link to another discussion or site, please share-) --- I’m thinking of starting up a play-by-post game CLOSELY BASED on the world of the Thief computer/console games.

I plan on using the 3 core books plus maybe some options from Unearthed Arcana (like class defense).

I’ve been looking for helpful sites on the setting/world. Any tips or useful links?

I’ve been considering the three main factions and how the classes would play into these:
Keepers = Wizards
Pagans = Druids and Rangers
Hammerites = Clerics and Paladins
Independents = Barbarians, Bards, Sorcerers, Fighters, Rogues, Monks

For PrClasses I’m thinking:
Keepers = Loremasters for Elders and maybe Eldritch Knights for Enforcers.
Independants = Duelist, Assassin

Any other ideas?

For someone like Garrot, it seems like he might be a mix of an Arcane Archer (for spell-like arrows) and a ShadowDancer (minus the dancing and shadow summoning).

Anyone have any additional thoughts or advice?
It is very much a work in progress that is just beginning.

I also own Traps and Treachery by the way, but was trying to keep it to the three core books plus UA. However, if another book has some appropriate stuff, then please share. I'm also open to making up new PrClasses to fit the setting.
 
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Good to see another fan. I'd be glad to talk Thief d20. I'm looking to run my own game, and I'll go into the changes to the system that I'll be making use of.

I'm inclined to take a much more extreme approach than you seem to be in the class department. Since I don't see Monks and Rangers and Barbarians and the like as fitting into the setting very well, I was going to use the Generic Classes option from Unearthed Arcana.

To get the right feeling to the setting, and combat in particular, I've decided to use Ken Hood's 3.3 Grim and Gritty Hit Point system to bring combat away from the DnD paradigm and make it a more abrupt, scairy experience. Hammerites should be fearsome, the Undead terrifying, and Pagan Creatures horrific, and to represent these ideas the GnG system is ideal. (Reduced HP, Class Bonus to AC, Armor = DR, Wound Penalties, Slowed Healing.)

I don't think Magic should be (at least at the start of the game) within the capabilities of the PC's. To this end, I'm looking into making spellcasting classes into PrC's with different spell lists. I intend to use the Elements of Magic (revised) system in my game, but I have yet to make the PrC's game-ready.

...I call it Thief d20 for a reason- it's a far cry from standard DnD. However, I think the setting, themes and mood of the game are so different than DnD that you almost have to change the system to get a game that doesn't have mechanics that hamper the feel of the game.

Hope I'm not coming on too strong, eheheh... Could you tell me what kind of Thief game you intend to run? I would love to see what your take of the setting is, and see how you'd work with the factions. If you'd like, I could email you a 5 level Keeper PrC I've been working on. If you want to talk about something specific, please ask- it's thrilling to see someone else take the initiative and talk about Thief.

Have you played through Deadly Shadows yet?

- Kemrian the Keeper Novice.
 

Wow-

Sounds like some neat ideas. I'd love to exchange more thoughts on ways to better shape things for a Thief d20 game. I'm a huge fan of the computer/console games.

BTW - In the new Thief game, I just found the ghost girl's blood and dropped it down the drain. Quite a creepy place ;)

I've got to run out of town for a few days, but I'll post back here soon (when I get back) so we can keep the ideas flowing.

Thanks for the reply!
 

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