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The Return of the Sneaking Man
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5791089" data-attributes="member: 82106"><p>I'd love to see what in 4e prevented this kind of thing. None of this should have perfectly hard-and-fast structured rules. It is a matter of character skill, player creativity, proper preparedness, etc. All of which can for instance be modeled with a decent skill challenge (not even a particularly difficult one to set up for that matter). </p><p></p><p>I've run a number of scenarios of this type, they work really well in 4e. In fact better than in previous editions in general because the 4e PCs have enough individual resources to deal with problems and enough hit points and survivability to have some chance of getting out of a jam.</p><p></p><p>AD&D was particularly BAD at this stuff. Thief skills rarely had the level of reliability to base a plan on, especially one where you were likely to be risking your AC5 low hit point butt out of quick help from the rest of the party. </p><p></p><p>The 4e skill system admittedly is a bit less detailed than the old style thief abilities. Skill powers and various things did fill in a decent bit of that, but there are still a few oddities. Climbing is a bit too dependent on strength and lumping all the 'deft hands' type talents under Thievery loses a bit. Still, the overall result is pretty solid and IMHO has some significant advantages over the old style thief, which was really pretty lackluster.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5791089, member: 82106"] I'd love to see what in 4e prevented this kind of thing. None of this should have perfectly hard-and-fast structured rules. It is a matter of character skill, player creativity, proper preparedness, etc. All of which can for instance be modeled with a decent skill challenge (not even a particularly difficult one to set up for that matter). I've run a number of scenarios of this type, they work really well in 4e. In fact better than in previous editions in general because the 4e PCs have enough individual resources to deal with problems and enough hit points and survivability to have some chance of getting out of a jam. AD&D was particularly BAD at this stuff. Thief skills rarely had the level of reliability to base a plan on, especially one where you were likely to be risking your AC5 low hit point butt out of quick help from the rest of the party. The 4e skill system admittedly is a bit less detailed than the old style thief abilities. Skill powers and various things did fill in a decent bit of that, but there are still a few oddities. Climbing is a bit too dependent on strength and lumping all the 'deft hands' type talents under Thievery loses a bit. Still, the overall result is pretty solid and IMHO has some significant advantages over the old style thief, which was really pretty lackluster. [/QUOTE]
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