Thieves could also have a rough time of it in 1e, considering how low their Find/Remove Traps percentages start off at, and how all it takes is a single failed saving throw to kill them.Monks being a level 1 death sentence and Thieves being completely pointless annoys me (Level 8 Thief same "to hit Armour Class 0" as an Orc...)
I remarked on this last in-person session when one of the new guys was having trouble telling the difference, that my eyes have had 40+ years of practice differentiating between a regular octahedron (one of the standard platonic solids) and a pentagonal trapezohedron, so watching people fumble at it is a weird experience.D10s do have a tendency to hide in amongst the d8s.
And that's part of the big problem in 1E, because it's not just the percentages, it's that the guidance to the DM and expanded rules in the DMG (see p19, for example) on adjudicating Thief skills repeatedly encourage DMs to put the screws to Thieves, making things even harder than the pure skill descriptions and low success percentages necessarily imply.Thieves could also have a rough time of it in 1e, considering how low their Find/Remove Traps percentages start off at, and how all it takes is a single failed saving throw to kill them.
I was a relatively forgiving DM back then, but some of the stuff I remember pulling on my players, it's a wonder they let me run at all (sorry about that random Kobold with a Nine Lives Stealer). Still, I daresay I was better than anyone else we could've gotten to run for us. We were all a bunch of kids back then and I was still learning.And that's part of the big problem in 1E, because it's not just the percentages, it's that the guidance to the DM and expanded rules in the DMG (see p19, for example) on adjudicating Thief skills repeatedly encourage DMs to put the screws to Thieves, making things even harder than the pure skill descriptions and low success percentages necessarily imply.
People in the OSR (and older AD&D refs) have found ways to make Thieves playable by deliberately making more generous rulings. For example, by NOT having a failed Remove Traps roll set off the trap.
They are still fairly terrible.one of the big reasons people think thieves are so bad is because the rules were ambiguous about how thief abilities worked. Or were supposed to work. As confirmed with Tim Kask, anyone could try to be stealthy, or open a lock. The thief abilties were there for tasks that were considered too hard for any other class to reasonably attempt. They weren't meant to be used for every task. But that's how most players interpreted the rules.
Generally, yeah, unless the MU is a little lucky with their spell selection. Sleep and Charm are still killers, but of course it's a 30% chance to get one of those.They are generally better than an MU at low levels.
And d4s always sink to the bottom of the bag.D10s do have a tendency to hide in amongst the d8s.