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Redesigned and Rebalanced Thief for 1e AD&D
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<blockquote data-quote="fuindordm" data-source="post: 9860680" data-attributes="member: 5435"><p>Since you ask, here's the complete data. But I don't want to derail the thread from your excellent work.</p><p></p><p>[USER=4937]@Celebrim[/USER] regarding the skill list, I've attached it. But this list is a little special: I was never a huge fan of 2E's NWP system and so I made up my own skill system that adheres more closely to my interpretation of the AD&D framework: skills with a low chance of success generally give a bonus and can be tried without consequences, while skills with a high chance of success (pick pockets, climb walls, disguise) are more likely to have a consequence for failure. Most the skills are derived from mundane abilities possessed by other classes, but I made up a few as well.</p><p></p><p>Even before this I've been ruling for a long time that thieves can interact with magical locks, wards and traps at half their normal chance. After all, the best loot is always in the wizard's tower, right?</p><p></p><p>Here are my complete house rules for thieves:</p><h2>Thief</h2><p><span style="color: white"><span style="font-family: 'Bauhaus 93'">Ruling</span></span> Thieves can wear fairly bulky armor other than leather, but while doing so they suffer large penalties to most of their skills, and <strong>cannot backstab</strong>. (Note: Assassins <u>can</u> backstab, and assassinate, while wearing armor because sometimes disguise is more important than silence.)</p><h3>Evasion skill</h3><p><span style="color: white"><span style="font-family: 'Bauhaus 93'">House Rule</span></span> All thieves, including multiclass, gain the thief-acrobat’s <strong>evasion</strong> skill (see UA). Evasion can only be used if the thief is <strong>unencumbered</strong>.</p><p>Evasion can be used only on rounds where the thief’s side wins initiative, and each use costs 1 segment of time. It allows the thief to react to any attack, including spell attacks requiring a to-hit roll, melee attacks, and missile attacks. A successful roll means that the thief jumps or tumbles a few feet out of range, completely negating the attack. Evasion cannot be used in a confined space that does not permit this freedom of movement. </p><p>While a thief is in melee, they can only use this ability to evade melee attacks. However, successful evasion may take the thief a few feet out of melee range and allow them to react to missiles and spells later in the round. Evasion does not provoke a back attack for retreating from melee.</p><p>The thief can only evade large area attacks like dragon breath, <em>lightning bolt</em>, <em>fireball</em>, or <em>cloudkill</em> if they are already close to the edge. Normal saving throws are allowed if evasion fails. Evasion has no effect on area effects and traps that the thief triggers themselves, such as a <em>glyph of warding</em>. </p><table style='width: 409.25pt'><tr><td style='width: 62.75pt'><span style="color: black">Thief level</span></td><td style='width: 63.0pt'><span style="color: black">Evasion chance</span></td><td style='width: 13.5pt'> </td><td style='width: 58.5pt'><span style="color: black">Thief level</span></td><td style='width: 67.5pt'><span style="color: black">Evasion chance</span></td><td style='width: 11.8pt'> </td><td style='width: 60.2pt'><span style="color: black">Thief level</span></td><td style='width: 1.0in'><span style="color: black">Evasion chance</span></td></tr><tr><td style='width: 62.75pt'>1</td><td style='width: 63.0pt'>1%</td><td style='width: 13.5pt'> </td><td style='width: 58.5pt'>7</td><td style='width: 67.5pt'>15%</td><td style='width: 11.8pt'> </td><td style='width: 60.2pt'>13</td><td style='width: 1.0in'>45%</td></tr><tr><td style='width: 62.75pt'>2</td><td style='width: 63.0pt'>2%</td><td style='width: 13.5pt'> </td><td style='width: 58.5pt'>8</td><td style='width: 67.5pt'>20%</td><td style='width: 11.8pt'> </td><td style='width: 60.2pt'>14</td><td style='width: 1.0in'>50%</td></tr><tr><td style='width: 62.75pt'>3</td><td style='width: 63.0pt'>3%</td><td style='width: 13.5pt'> </td><td style='width: 58.5pt'>9</td><td style='width: 67.5pt'>25%</td><td style='width: 11.8pt'> </td><td style='width: 60.2pt'>15</td><td style='width: 1.0in'>55%</td></tr><tr><td style='width: 62.75pt'>4</td><td style='width: 63.0pt'>5%</td><td style='width: 13.5pt'> </td><td style='width: 58.5pt'>10</td><td style='width: 67.5pt'>30%</td><td style='width: 11.8pt'> </td><td style='width: 60.2pt'>16</td><td style='width: 1.0in'>60%</td></tr><tr><td style='width: 62.75pt'>5</td><td style='width: 63.0pt'>8%</td><td style='width: 13.5pt'> </td><td style='width: 58.5pt'>11</td><td style='width: 67.5pt'>35%</td><td style='width: 11.8pt'> </td><td style='width: 60.2pt'>17</td><td style='width: 1.0in'>60%</td></tr><tr><td style='width: 62.75pt'>6</td><td style='width: 63.0pt'>10%</td><td style='width: 13.5pt'> </td><td style='width: 58.5pt'>12</td><td style='width: 67.5pt'>40%</td><td style='width: 11.8pt'> </td><td style='width: 60.2pt'>18</td><td style='width: 1.0in'>60%</td></tr></table><p> </p><p>The probability to evade is modified by dexterity (as listed in the dexterity bonuses table) and by race as follows: elf, dwarf, or gnome +5%; halfling +10%. For example, a first-level halfling thief with Dex 17 has an evasion probability of 17%. However, evasion probability can never go above 60%.</p><h3>Clarifications to thief skills</h3><p><span style="color: white"><span style="font-family: 'Bauhaus 93'">Ruling </span></span><span style="color: black">Thieves study the rudiments of magic from first level, as a matter of survival! This training gives them a small chance of detecting and bypassing even magical locks and traps, and eventually reading scrolls, but a thief never achieves the mental training required to memorize and cast spells.</span></p><table style='width: 100%'><tr><td style='width: 16.1345%'>Find/Remove Traps</td><td style='width: 83.7546%'>Magical traps and wards can also be detected, at half the usual probability. This skill can also be used to design and set up mechanical traps, given suitable equipment, as well as simple snares and trip-lines to trigger alarms.</td></tr><tr><td style='width: 16.1345%'>Hide in Shadows</td><td style='width: 83.7546%'>This skill can be used in any situation where the PC has cover or concealment, not just darkness. Failing the roll does not mean you are detected. Success means you are definitely undetected and increases your surprise chance by 1 in 6.</td></tr><tr><td style='width: 16.1345%'>Move Silently</td><td style='width: 83.7546%'>This skill is used in any situation where you want to escape detection while moving, even if literal silence is not possible. For example, you can blend into a crowd on a busy street. Success increases your surprise chance by 1 in 6.</td></tr><tr><td style='width: 16.1345%'>Open Locks</td><td style='width: 83.7546%'>This skill also works on puzzle locks and combination locks. A container or door with multiple locks may impose a penalty, but only one roll will be required. A thief can bypass a magical lock such as <em>hold portal</em> at half the usual probability.</td></tr><tr><td style='width: 16.1345%'>Pick Pockets</td><td style='width: 83.7546%'>This skill is also used for tricks of manual dexterity, as well as misdirection and sleight of hand. Examples include juggling, concealing a small object that you just picked up, making a coin you hold appear to vanish, cheating at cards, etc.</td></tr><tr><td style='width: 16.1345%'>Climb Walls</td><td style='width: 83.7546%'>Only one roll is required; failure indicates the thief falls from half the height.</td></tr><tr><td style='width: 16.1345%'>Read Languages</td><td style='width: 83.7546%'>This skill is also used to detect, solve, and create secret codes and cyphers. A thief can use it to determine what spells are on a scroll in the absence of <em>read magic</em>.</td></tr></table><p> </p><p> </p><h3>Single-classed thieves—advanced study</h3><p><span style="color: white"><span style="font-family: 'Bauhaus 93'">House Rule</span></span> Single-class thieves can specialize in a single skill at first level, gaining +15% to the probability of success. In addition, they can take a bonus adventuring skill. </p><p>Single-class thieves also choose an area of advanced study, and gain additional benefits at 6th and 10th level as per the following table (choose one column):</p><table style='width: 92%'><tr><td style='width: 77.8pt'><span style="color: black">Specialization</span></td><td style='width: 8.49%'><span style="color: black">Requisite</span></td><td style='width: 26.1667%'><span style="color: black">At 6th level</span></td><td style='width: 46.2429%'><span style="color: black">At 10th level</span></td></tr><tr><td style='width: 77.8pt'>Acrobat</td><td style='width: 8.49%'>Str 12</td><td style='width: 26.1667%'>Gain the movement modes and falling protection of the UA Thief-Acrobat</td><td style='width: 46.2429%'>Has all abilities of the UA thief-acrobat and can use evasion against all traps</td></tr><tr><td style='width: 77.8pt'>Arcanist</td><td style='width: 8.49%'>Int 12</td><td style='width: 26.1667%'><em>Precocious study</em>: Can attempt to use scrolls with 1st or 2nd level magic-user spells.</td><td style='width: 46.2429%'><em>Delude item</em>: Can attempt to activate miscellaneous magic and wands usable by MUs.</td></tr><tr><td style='width: 77.8pt'>Fool</td><td style='width: 8.49%'>Cha 12, Wis < 10</td><td style='width: 26.1667%'><em>Push your luck</em>: twice a day, reroll a skill, ability check, saving throw, or attack roll when you are in a foolhardy or untenable position. You must take the new result.</td><td style='width: 46.2429%'><em>Devil’s own luck</em>: Can use <em>push your luck</em> 3 times per day. <br /> <br /> Once per device, you can reroll a random magical effect that you have triggered, such as drinking from a magical pool or drawing from the <em>deck of many things</em>.<br /> <br /> Once per week, you can auto-succeed. This allows the DM to declare one auto-fail in the future, including penalties for a drastic failure if any apply. The ability does not recharge until the DM causes you to fail a roll.</td></tr><tr><td style='width: 77.8pt'>Freelancer</td><td style='width: 8.49%'>none</td><td style='width: 26.1667%'>Gain +10% to an existing skill, or learn an additional skill</td><td style='width: 46.2429%'>Gain +10% to an existing skill, or learn an additional skill. Skills raised above 100% may permit the thief to accomplish seemingly impossible tasks at half the probability, such as hiding in plain sight or climbing a wall of glass.</td></tr><tr><td style='width: 77.8pt'>Swashbuckler</td><td style='width: 8.49%'>Str 12</td><td style='width: 26.1667%'>+2 to hit with a melee weapon of choice; can use an off-hand weapon as a buckler for -1 to AC.</td><td style='width: 46.2429%'>+2 to damage with weapon of choice and attack rate 3/2. Superior parry as a fighter.</td></tr></table></blockquote><p></p>
[QUOTE="fuindordm, post: 9860680, member: 5435"] Since you ask, here's the complete data. But I don't want to derail the thread from your excellent work. [USER=4937]@Celebrim[/USER] regarding the skill list, I've attached it. But this list is a little special: I was never a huge fan of 2E's NWP system and so I made up my own skill system that adheres more closely to my interpretation of the AD&D framework: skills with a low chance of success generally give a bonus and can be tried without consequences, while skills with a high chance of success (pick pockets, climb walls, disguise) are more likely to have a consequence for failure. Most the skills are derived from mundane abilities possessed by other classes, but I made up a few as well. Even before this I've been ruling for a long time that thieves can interact with magical locks, wards and traps at half their normal chance. After all, the best loot is always in the wizard's tower, right? Here are my complete house rules for thieves: [HEADING=1]Thief[/HEADING] [COLOR=white][FONT=Bauhaus 93]Ruling[/FONT][/COLOR] Thieves can wear fairly bulky armor other than leather, but while doing so they suffer large penalties to most of their skills, and [B]cannot backstab[/B]. (Note: Assassins [U]can[/U] backstab, and assassinate, while wearing armor because sometimes disguise is more important than silence.) [HEADING=2]Evasion skill[/HEADING] [COLOR=white][FONT=Bauhaus 93]House Rule[/FONT][/COLOR][B] [/B]All thieves, including multiclass, gain the thief-acrobat’s [B]evasion[/B] skill (see UA). Evasion can only be used if the thief is [B]unencumbered[/B]. Evasion can be used only on rounds where the thief’s side wins initiative, and each use costs 1 segment of time. It allows the thief to react to any attack, including spell attacks requiring a to-hit roll, melee attacks, and missile attacks. A successful roll means that the thief jumps or tumbles a few feet out of range, completely negating the attack. Evasion cannot be used in a confined space that does not permit this freedom of movement. While a thief is in melee, they can only use this ability to evade melee attacks. However, successful evasion may take the thief a few feet out of melee range and allow them to react to missiles and spells later in the round. Evasion does not provoke a back attack for retreating from melee. The thief can only evade large area attacks like dragon breath, [I]lightning bolt[/I], [I]fireball[/I], or [I]cloudkill[/I] if they are already close to the edge. Normal saving throws are allowed if evasion fails. Evasion has no effect on area effects and traps that the thief triggers themselves, such as a [I]glyph of warding[/I]. [TABLE width="409.25pt"] [TR] [td width="62.75pt"][COLOR=black]Thief level[/COLOR][/td] [td width="63.0pt"][COLOR=black]Evasion chance[/COLOR][/td] [td width="13.5pt"] [/td] [td width="58.5pt"][COLOR=black]Thief level[/COLOR][/td] [td width="67.5pt"][COLOR=black]Evasion chance[/COLOR][/td] [td width="11.8pt"] [/td] [td width="60.2pt"][COLOR=black]Thief level[/COLOR][/td] [td width="1.0in"][COLOR=black]Evasion chance[/COLOR][/td] [/TR] [TR] [td width="62.75pt"]1[/td] [td width="63.0pt"]1%[/td] [td width="13.5pt"] [/td] [td width="58.5pt"]7[/td] [td width="67.5pt"]15%[/td] [td width="11.8pt"] [/td] [td width="60.2pt"]13[/td] [td width="1.0in"]45%[/td] [/TR] [TR] [td width="62.75pt"]2[/td] [td width="63.0pt"]2%[/td] [td width="13.5pt"] [/td] [td width="58.5pt"]8[/td] [td width="67.5pt"]20%[/td] [td width="11.8pt"] [/td] [td width="60.2pt"]14[/td] [td width="1.0in"]50%[/td] [/TR] [TR] [td width="62.75pt"]3[/td] [td width="63.0pt"]3%[/td] [td width="13.5pt"] [/td] [td width="58.5pt"]9[/td] [td width="67.5pt"]25%[/td] [td width="11.8pt"] [/td] [td width="60.2pt"]15[/td] [td width="1.0in"]55%[/td] [/TR] [TR] [td width="62.75pt"]4[/td] [td width="63.0pt"]5%[/td] [td width="13.5pt"] [/td] [td width="58.5pt"]10[/td] [td width="67.5pt"]30%[/td] [td width="11.8pt"] [/td] [td width="60.2pt"]16[/td] [td width="1.0in"]60%[/td] [/TR] [TR] [td width="62.75pt"]5[/td] [td width="63.0pt"]8%[/td] [td width="13.5pt"] [/td] [td width="58.5pt"]11[/td] [td width="67.5pt"]35%[/td] [td width="11.8pt"] [/td] [td width="60.2pt"]17[/td] [td width="1.0in"]60%[/td] [/TR] [TR] [td width="62.75pt"]6[/td] [td width="63.0pt"]10%[/td] [td width="13.5pt"] [/td] [td width="58.5pt"]12[/td] [td width="67.5pt"]40%[/td] [td width="11.8pt"] [/td] [td width="60.2pt"]18[/td] [td width="1.0in"]60%[/td] [/TR] [/TABLE] The probability to evade is modified by dexterity (as listed in the dexterity bonuses table) and by race as follows: elf, dwarf, or gnome +5%; halfling +10%. For example, a first-level halfling thief with Dex 17 has an evasion probability of 17%. However, evasion probability can never go above 60%. [HEADING=2]Clarifications to thief skills[/HEADING] [COLOR=white][FONT=Bauhaus 93]Ruling [/FONT][/COLOR][COLOR=black]Thieves study the rudiments of magic from first level, as a matter of survival! This training gives them a small chance of detecting and bypassing even magical locks and traps, and eventually reading scrolls, but a thief never achieves the mental training required to memorize and cast spells.[/COLOR] [TABLE] [TR] [td width="16.1345%"]Find/Remove Traps[/td] [td width="83.7546%"]Magical traps and wards can also be detected, at half the usual probability. This skill can also be used to design and set up mechanical traps, given suitable equipment, as well as simple snares and trip-lines to trigger alarms.[/td] [/TR] [TR] [td width="16.1345%"]Hide in Shadows[/td] [td width="83.7546%"]This skill can be used in any situation where the PC has cover or concealment, not just darkness. Failing the roll does not mean you are detected. Success means you are definitely undetected and increases your surprise chance by 1 in 6.[/td] [/TR] [TR] [td width="16.1345%"]Move Silently[/td] [td width="83.7546%"]This skill is used in any situation where you want to escape detection while moving, even if literal silence is not possible. For example, you can blend into a crowd on a busy street. Success increases your surprise chance by 1 in 6.[/td] [/TR] [TR] [td width="16.1345%"]Open Locks[/td] [td width="83.7546%"]This skill also works on puzzle locks and combination locks. A container or door with multiple locks may impose a penalty, but only one roll will be required. A thief can bypass a magical lock such as [I]hold portal[/I] at half the usual probability.[/td] [/TR] [TR] [td width="16.1345%"]Pick Pockets[/td] [td width="83.7546%"]This skill is also used for tricks of manual dexterity, as well as misdirection and sleight of hand. Examples include juggling, concealing a small object that you just picked up, making a coin you hold appear to vanish, cheating at cards, etc.[/td] [/TR] [TR] [td width="16.1345%"]Climb Walls[/td] [td width="83.7546%"]Only one roll is required; failure indicates the thief falls from half the height.[/td] [/TR] [TR] [td width="16.1345%"]Read Languages[/td] [td width="83.7546%"]This skill is also used to detect, solve, and create secret codes and cyphers. A thief can use it to determine what spells are on a scroll in the absence of [I]read magic[/I].[/td] [/TR] [/TABLE] [B] [/B] [HEADING=2]Single-classed thieves—advanced study[/HEADING] [COLOR=white][FONT=Bauhaus 93]House Rule[/FONT][/COLOR][B] [/B]Single-class thieves can specialize in a single skill at first level, gaining +15% to the probability of success. In addition, they can take a bonus adventuring skill. Single-class thieves also choose an area of advanced study, and gain additional benefits at 6th and 10th level as per the following table (choose one column): [TABLE width="92%"] [TR] [td width="77.8pt"][COLOR=black]Specialization[/COLOR][/td] [td width="8.49%"][COLOR=black]Requisite[/COLOR][/td] [td width="26.1667%"][COLOR=black]At 6th level[/COLOR][/td] [td width="46.2429%"][COLOR=black]At 10th level[/COLOR][/td] [/TR] [TR] [td width="77.8pt"]Acrobat[/td] [td width="8.49%"]Str 12[/td] [td width="26.1667%"]Gain the movement modes and falling protection of the UA Thief-Acrobat[/td] [td width="46.2429%"]Has all abilities of the UA thief-acrobat and can use evasion against all traps[/td] [/TR] [TR] [td width="77.8pt"]Arcanist[/td] [td width="8.49%"]Int 12[/td] [td width="26.1667%"][I]Precocious study[/I]: Can attempt to use scrolls with 1st or 2nd level magic-user spells.[/td] [td width="46.2429%"][I]Delude item[/I]: Can attempt to activate miscellaneous magic and wands usable by MUs.[/td] [/TR] [TR] [td width="77.8pt"]Fool[/td] [td width="8.49%"]Cha 12, Wis < 10[/td] [td width="26.1667%"][I]Push your luck[/I]: twice a day, reroll a skill, ability check, saving throw, or attack roll when you are in a foolhardy or untenable position. You must take the new result.[/td] [td width="46.2429%"][I]Devil’s own luck[/I]: Can use [I]push your luck[/I] 3 times per day. Once per device, you can reroll a random magical effect that you have triggered, such as drinking from a magical pool or drawing from the [I]deck of many things[/I]. Once per week, you can auto-succeed. This allows the DM to declare one auto-fail in the future, including penalties for a drastic failure if any apply. The ability does not recharge until the DM causes you to fail a roll.[/td] [/TR] [TR] [td width="77.8pt"]Freelancer[/td] [td width="8.49%"]none[/td] [td width="26.1667%"]Gain +10% to an existing skill, or learn an additional skill[/td] [td width="46.2429%"]Gain +10% to an existing skill, or learn an additional skill. Skills raised above 100% may permit the thief to accomplish seemingly impossible tasks at half the probability, such as hiding in plain sight or climbing a wall of glass.[/td] [/TR] [TR] [td width="77.8pt"]Swashbuckler[/td] [td width="8.49%"]Str 12[/td] [td width="26.1667%"]+2 to hit with a melee weapon of choice; can use an off-hand weapon as a buckler for -1 to AC.[/td] [td width="46.2429%"]+2 to damage with weapon of choice and attack rate 3/2. Superior parry as a fighter.[/td] [/TR] [/TABLE] [/QUOTE]
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