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New classes and new rule for Thiefy campaign...
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<blockquote data-quote="Marius Delphus" data-source="post: 421574" data-attributes="member: 447"><p>Keep in mind that Garrett (the player's character in Thief and Thief II) is not a 1st-level rogue. He's able to hide in the narrowest of shadows, sneak around alert guards wearing hobnail boots (which he mysteriously refuses to turn in for soft-soled ones), and KO practically anyone who isn't wearing a helmet that covers the back of the neck. He's quite good with a shortbow though he's indifferent as a swordsman. To me, these seem like the hallmarks of a character who's more like 7th-10th level.</p><p></p><p>Looking a bit beyond the characters themselves, the most faithful Thief/Thief II translation would include steam and semi-magical technologies seen in the games, from electric lights to primitive robotics, but of course these aren't really *necessary* if you're running a thief-centric game... though the technology elements do make a neat change from standard D&D. Above all, the computer game world is gritty and very low-magic.</p><p></p><p>If you have access to the latest Dungeon/Polyhedron, find the "Improved Initiative: Alert Factor" article. Because the AIs' alertness has a big impact on what Garrett can get away with, it might be useful to have a concrete way to model the "awareness states" of NPCs.</p><p></p><p>Some equipment notes:</p><p></p><p>Water arrows: The water payload puts out small fires (candles and torches up to small fireplace-size), cleans up bloodstains from the ground, and makes a slight sound.</p><p></p><p>Fire arrows: The explosion on impact also deals fire damage in a 5' radius of the target. It makes a loud sound and is tricky to aim.</p><p></p><p>Moss arrows: I agree the moss cushion looks about 15 feet across, and I'd give the +4 bonus to Move Silently.</p><p></p><p>Gas arrows: The gas spreads about 5' from the point of impact.</p><p></p><p>Rope arrows: When fired into a wooden surface, they deploy about 20' of rope and won't pull out of the impact site unless grabbed. I'd place a limit of about 300-400 pounds on the rope's tensile strength (enough for Garrett to swing on laden with treasure).</p><p></p><p>Vine arrows: As rope arrows, but will also stay at the point of impact if they strike a metal grate.</p><p></p><p>Noisemaker arrows: They create an indistinct sound equivalent in volume to a loud conversation for about 2 rounds.</p><p></p><p>Flash bombs: Anyone who looks at them explode is blinded for 1 round and dazzled for the next 2 rounds. About the size of a grapefruit.</p><p></p><p>Explosive mines: Equivalent to a <em>glyph of warding</em> set to deal 3d6 fire damage to the first creature (Small or larger) that enters its square. Also deals 1d6 fire damage in the surrounding 5' squares when it goes off. Can be disarmed with lockpicks. Mines are about the size of a dessert plate.</p><p></p><p>Gas mines: Equivalent to a <em>glyph of warding</em> that simulates a gas arrow hit. Can be disarmed with lockpicks.</p><p></p><p>Flash mines: Equivalent to a <em>glyph of warding</em> that simulates a flash bomb going off. Can be disarmed with lockpicks.</p><p></p><p>Flares: Short-duration sunrods. About the size of a torch.</p><p></p><p>Frogbeast eggs: Equivalent to a short-duration <em>summon nature's ally II</em> spell. Choose an appropriate beastie from your favorite swamp dwellers.</p><p></p><p>Scouting orb: In the game, this is linked to (MILD SPOILER for Thief/Thief Gold) Garrett's artificial eye (END SPOILER). Acts like a visual-only scrying sensor that can be tossed and recovered. About the size of a grapefruit.</p><p></p><p>Healing potion: There's a delay on healing potions in the Thief world. Perhaps they grant Fast Healing 4 for 2-4 rounds?</p><p></p><p>Speed potion: Short-duration <em>potion of expeditious retreat</em>.</p><p></p><p>Breath potion: Can be consumed while underwater. Resets the Drowning Rule to 0 rounds.</p><p></p><p>Invisibility potion: Short-duration <em>potion of invisibility</em>.</p><p></p><p>Slow-fall potion: Short-duration <em>potion of feather fall</em> that has the side effect of reducing the drinker to one partial action per round until it wears off.</p><p></p><p>Happy thieving!</p></blockquote><p></p>
[QUOTE="Marius Delphus, post: 421574, member: 447"] Keep in mind that Garrett (the player's character in Thief and Thief II) is not a 1st-level rogue. He's able to hide in the narrowest of shadows, sneak around alert guards wearing hobnail boots (which he mysteriously refuses to turn in for soft-soled ones), and KO practically anyone who isn't wearing a helmet that covers the back of the neck. He's quite good with a shortbow though he's indifferent as a swordsman. To me, these seem like the hallmarks of a character who's more like 7th-10th level. Looking a bit beyond the characters themselves, the most faithful Thief/Thief II translation would include steam and semi-magical technologies seen in the games, from electric lights to primitive robotics, but of course these aren't really *necessary* if you're running a thief-centric game... though the technology elements do make a neat change from standard D&D. Above all, the computer game world is gritty and very low-magic. If you have access to the latest Dungeon/Polyhedron, find the "Improved Initiative: Alert Factor" article. Because the AIs' alertness has a big impact on what Garrett can get away with, it might be useful to have a concrete way to model the "awareness states" of NPCs. Some equipment notes: Water arrows: The water payload puts out small fires (candles and torches up to small fireplace-size), cleans up bloodstains from the ground, and makes a slight sound. Fire arrows: The explosion on impact also deals fire damage in a 5' radius of the target. It makes a loud sound and is tricky to aim. Moss arrows: I agree the moss cushion looks about 15 feet across, and I'd give the +4 bonus to Move Silently. Gas arrows: The gas spreads about 5' from the point of impact. Rope arrows: When fired into a wooden surface, they deploy about 20' of rope and won't pull out of the impact site unless grabbed. I'd place a limit of about 300-400 pounds on the rope's tensile strength (enough for Garrett to swing on laden with treasure). Vine arrows: As rope arrows, but will also stay at the point of impact if they strike a metal grate. Noisemaker arrows: They create an indistinct sound equivalent in volume to a loud conversation for about 2 rounds. Flash bombs: Anyone who looks at them explode is blinded for 1 round and dazzled for the next 2 rounds. About the size of a grapefruit. Explosive mines: Equivalent to a [I]glyph of warding[/I] set to deal 3d6 fire damage to the first creature (Small or larger) that enters its square. Also deals 1d6 fire damage in the surrounding 5' squares when it goes off. Can be disarmed with lockpicks. Mines are about the size of a dessert plate. Gas mines: Equivalent to a [I]glyph of warding[/I] that simulates a gas arrow hit. Can be disarmed with lockpicks. Flash mines: Equivalent to a [I]glyph of warding[/I] that simulates a flash bomb going off. Can be disarmed with lockpicks. Flares: Short-duration sunrods. About the size of a torch. Frogbeast eggs: Equivalent to a short-duration [I]summon nature's ally II[/I] spell. Choose an appropriate beastie from your favorite swamp dwellers. Scouting orb: In the game, this is linked to (MILD SPOILER for Thief/Thief Gold) Garrett's artificial eye (END SPOILER). Acts like a visual-only scrying sensor that can be tossed and recovered. About the size of a grapefruit. Healing potion: There's a delay on healing potions in the Thief world. Perhaps they grant Fast Healing 4 for 2-4 rounds? Speed potion: Short-duration [I]potion of expeditious retreat[/I]. Breath potion: Can be consumed while underwater. Resets the Drowning Rule to 0 rounds. Invisibility potion: Short-duration [I]potion of invisibility[/I]. Slow-fall potion: Short-duration [I]potion of feather fall[/I] that has the side effect of reducing the drinker to one partial action per round until it wears off. Happy thieving! [/QUOTE]
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