The Old Crow
Explorer
There are just too many thief skills to cram onto a character sheet. Does anyone have a streamlined design for the thief class?
What about just consolidating them all into a single "Thievery" skill? Just give a paragraph or so of description in your rules of what Thievery encompasses, or, if you're using a published game like 2E or Chromatic Dungeons, explain in your house rule doc that it includes all of the skills listed in the book.There are just too many thief skills to cram onto a character sheet. Does anyone have a streamlined design for the thief class?
Move Silent and Hide in Shadows to Stealth is an easy call, they did it for 4e, Pathfinder, and 5e.Thank you for the suggestions. I suppose just consolidating some of the skills would be the most straight forward fix.
I've seen some OSR folks adapt the AD&D Turn Undead tables as a catch-all for thief skills and/or non-weapon proficiencies. You equate the challenge of the situation to a Hit Die value, and if necessary player rolls d20 to resolve (high is good).Thank you for the suggestions. I suppose just consolidating some of the skills would be the most straight forward fix.
I have never heard of this before. Interesting idea. I think I will try the consolidating skills idea instead, but I really liked hearing about this (new-to-me) method.I've seen some OSR folks adapt the AD&D Turn Undead tables as a catch-all for thief skills and/or non-weapon proficiencies. You equate the challenge of the situation to a Hit Die value, and if necessary player rolls d20 to resolve (high is good).
For ex, 5th level rogue tries to pick lock of a high-ranking diplomat's balcony door while hanging from a rope and patrols below search for suspected intruders. You'd estimate the challenge as equal to a Shadow/3-4 HD, refer to the Turn Undead table, and let the player know they need to roll 7 or higher to pick the lock. But if the rogue were 7th level they could pick this lock automatically ("T" result), and if they were 9th level not only would it be auto-success but they could mask any tampering entirely or maybe pick it especially quietly as the situation warrants ("D" result).
Move Silent and Hide in Shadows to Stealth is an easy call, they did it for 4e, Pathfinder, and 5e.
Picking locks is conceptually similar to removing small traps so those seem another potential consolidation.
Seems pretty reasonable.Stealth and Mechanics(?) will roll two skills into the rest.
Perhaps Pick Pockets goes into Fine Manipulation, along with Open Locks and Remove/Disarm (small) Traps? Maybe you're right that it fits in better alongside the two Stealthy skills (MS and HiS), but I find that Stealth is so desirable that it probably doesn't need the extra skill grouped in with it.Pick Pockets could be rolled into stealth, too.
"Find Hidden" as a category name, perhaps? ("Spot Hidden" could alternately be an Easter Egg for folks who've played Call of Cthulu and other BRP games).Hear Noise could be put into a general Rogue-ish Perception skill for finding hidden stuff (people, traps, doors).
Makes sense.That leaves Climb Walls, which I feel should be broadened into Second Story Work to include things like balancing on ledges and scampering across rooftops,
Ja. If you're retitling and combining skills, though, you could potentially make Read Languages more explicitly into Decipher or something. A bit of a broader skill for reading languages, codes, magical writing and runes... Which, TBF, Read Languages has often been described as doing too.and Read Languages-- which I can't think of anything to combine it with.