Thief, the Dark Project, the RPG?

darkelfo said:
Garrett is a huge weakling and can rarely go toe-to-toe.
Combat in Thief was funny.. In my day, I was a Haunt killing machine in face to face combat. I could take 3 guards at once! Thief 1 and 2 Combat was so easy. I read stories of people who were fast enough to take out a iron beast with their sword. It's all about Spring Attacking and flanking with yourself.

Deadly Shadows combat was harder, given that you no longer had reach. Oh well, having played through that, I know how not to run a Thief game now.

- Kemrain the Reminiscing.
 

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Kemrain said:
Combat in Thief was funny.. In my day, I was a Haunt killing machine in face to face combat. I could take 3 guards at once! Thief 1 and 2 Combat was so easy. I read stories of people who were fast enough to take out a iron beast with their sword. It's all about Spring Attacking and flanking with yourself.

Deadly Shadows combat was harder, given that you no longer had reach. Oh well, having played through that, I know how not to run a Thief game now.

- Kemrain the Reminiscing.

Yeah, that was true too. You could definitely go that route. I used to like to toss a flashbomb on a huge mob of guards, jump down onto them and sap them all. And the robots would largely destroy themselves with bouncing cannon balls if you were smooth.

But largely the real action was in the silent sap and the quickly disposed body. It's hard to imagine a DnD game without a total knockout rule for sap attacks.
 

Combat in Thief was funny.. In my day, I was a Haunt killing machine in face to face combat. I could take 3 guards at once! Thief 1 and 2 Combat was so easy. I read stories of people who were fast enough to take out a iron beast with their sword. It's all about Spring Attacking and flanking with yourself.

Perhaps but the implied feel of Thief is to avoid combat. Most of the mechanics and scenarios assumed you would be using some level of stealth and trying to avoid combat.

It's this concept that I think should be preserved in a Thief campaign.

I think there should be a complete knock out rule. Even with multipliers from a critical hit, how much non-lethal damage is a successful sap attack going to do to a high-lvl fighter?
That's a big setup for the guard to turn around and say, "thanks a lot, but I still have 30 hitpoints left and now you're dead."

These are two reasons why I still contend that Thief would be better served by damage system that is not hp-based. I've been doing a lot of research lately on same variant hp systems.

VP/WP - Personally, I think this would work really well for Thief. I would use the SW system almost as-is although you'd have to tweak the system slightly to allow for non-lethal damage but this would be fairly easy. For the guards/mooks, you can give them levels but no vitality points. This would allow them to pose a challenge but account for how they are dropped with a single, well-placed sock of nickles to the head. If they get sapped and the damage exceeds their Wound points, they are knocked out. They aren't dying though since it's nonlethal.

I would also keep armor as DR which subtracts damage to WP's. This would make armor useful for low-level characters or mooks (with little or no VP's) but not as necessary for higher-level heroes. This is key for me because I'm not a big fan of systems that make armor almost required. In Thief, the mooks and guards wear armor but not too many others do. If you create a system/setting/mood where stealth is rewarded or even necessary, I think the higher-level heroes will abandon armor because of the armor check penalties. You could also use the penalties to attack rolls for carrying heavy loads from Grim Tales.

This system also makes sneak attack that much more valuable. In Grim Tales, sneak attack damage is relatively difficult to get. There are a few requirements that must be met before you can get it. It's also an advanced talent so you can't get it to 3rd level. But if you have sneak attack damage, your chances of knocking people out in a single shot is greatly enchanced. Again, this is the way it should be IMO. Mooks, even with a good amount of levels, can still be knocked out. But if you don't get a good shot in, you are going to have a PO'ed taffer on your hands.

For added realism, you could also have rules for helmets and actually make them worthwhile (i.e. protect you from saps to the head).

If you want the system to be deadlier still, you could also use the Massive Damage System of your liking. Again, I'd probably use the Grim Tales system: DC 15 Fort save if you take damage higher than your Con score. And in this case, you automatically drop to -1 and start dying. For the VP/WP system, you could drop to -1 WP.

I also thought about using the Grim 'n Gritty Revised rules (the life bar). While I like the system, it requires a little more tweaking to the core system than I want to do. I wasn't a huge fan of the GnG 3.4 rules either. Again, some good ideas but that requires a substantial change to the core system.

---------------

This thread has actually got me starting to work on a new campaign myself. While it's not specifically based on Thief, it borrows heavily from the concept.

Anyway, what I'll probably do is use the classes from Grim Tales but introduce the Dodge/Parry rules from Conan. Those rules are just awesome. I think they really translate well to the Thief feel. I was even considering removing armor class and using opposed attack/defense rolls. I know it's more rolls but considering how extremely low-magic the setting would be, I don't think it would be difficult to handle. I'll also use the Grim Tales action point system so those could be used to boost your defense roll.

Great discussion everyone. Let's keep it going!
 


Kid Charlemagne said:
Not quite right. Sagiro and Dr.Rictus (who both play in Piratecat's campaign - played in Dr. Rictus' case) were producers at the company that did Thief. I know there's a thread bumping around here were Dr. Rictus provided some feedback to another person thinking of adapting Thief to d20.

To the best of my knowledge:

KidCthulhu actually wrote the monologue for the first game's introduction, but nothing else.

Sagiro, Blackjack, and Dr. Rictus were designers for Thief TDP; Kodiak and Tor Bladebearer (another former player in my game) were programmers.

Sagiro and Dr. Rictus designed Thief 2 (with Dr. Rictus as lead designer). Kodiak and Tor Bladebearer worked on that too, I believe, unless Kodiak was stuck working on Looking Glass's execrable Golf game at the time.

My game is Thief-riffic! :D
 

GlassJaw said:
Just a friendly bump...I don't want this thread to die just yet.

Yeah, me neither.

Here's a question: Does anyone know where I can find a collection of Hammerite or Mechanist "barks" or other statements? I'd like a list of their sayings and phrases to use in my game since my tune worships the builder.
 

Pkitty, it's good to see you again. I havn't noticed you around, and since I saw Reanjr has an administrator tag, I figured you might have gone away.. Glad to see you haven't.

Unfortunately I don't have much to add at this point. I'm still percolating ideas for plotlines. Falkus, I intend to run my game before the events of The Dark Project, and to go so far as to say that the events therein aren't going to happen as such.

The Trickster is imprisoned in The Maw of Chaos, and has been since the Builder's faithful placed him there, long ago. In that time, much has come to order, and much has come to stagnancy. The time has come for a change.

Victoria, the powerful pagan druidess, has stumbled across a way to open the gate to the Maw, and bring the Trickster forth from his prison. Seeking to glorify her god, she starts to collect the components necessary for the ritual. (I haven't decided what she'll need, but I figure it will require some toys from the bonehoard, things from a few private collections, and an ancient Hammerite hammer to smash the gate open with. Good adventure material, especially since many of the sites are already mapped out for me.)

Ramerez is making a power play to take over larger portions of the City and expand into the other Wardens' territiry. So far the Hammerites have been a roadblock, but events are being set into motion that will allow him to move behind their backs.. Or maybe even with their concent.

The Hammerite High Priest, Markander, is old, sick, and dying. The next High riest is supposed to be chosen by him before his death, but he is undecided. Multiple factions are forming, each vying to gain power within the order. Some of these factions are willing to do unscrupulous things to get it, too. There's hushed talk of assassination, but the 'current administration' believes no such thing could occur. It's only a matter of time until something comes to a head.

The Hand Brotherhood, insular as ever, has recently had a break in. One of their own, a man known as Azaran the Cruel, exiled for practicing necromancy, has come and aquired a tome known as the Book of Ash. This necromantic artifact contains a powerful evil, and has caught the attention of another evil power. After the book was brought to the spire in dayport, the Eye felt it's presence. Extending it's influence over the city once again, the Eye is causing the City's dead to rize again, as it did 50 years ago. Imprisoned in the Hammerite Cathedral in the barricaded part of the Old Quarter, the Eye has lost much of it's power, but its proximity to the Book of Ash and a man foolish enough to tamper with Necromancy is encouraging it to expend what effort it can to bring Azaran to it.. Or it to Azaran.

That's the hand I'm playing with at the moment. I'm not sure where to go from here with the PC's, but, that has a way of falling into place, I suppose. How Ramerex would start taking over, I'm not 100% sure on, but I can probably wing it. Anyone have any ideas/criticism for me?

- Kemrain the First Time GM. (First REAL Time, Anyways.)
 

darkelfo said:
Yeah, me neither.

Here's a question: Does anyone know where I can find a collection of Hammerite or Mechanist "barks" or other statements? I'd like a list of their sayings and phrases to use in my game since my tune worships the builder.
there is one.. I usedto know it.. Damn.. Try going to http://www.ttlg.com/ and clicking on their Thief: General Discussion forum. A search there might find you something, and if not, asking the friendly folks there might get you an answer.

- Kemrain the Sorry Not to Still Have the Links.
 


GlassJaw said:
Have you determined all the mechanics you are using yet?
I'm pretty sure I'm gonna use Grim and Gritty HP rules, Elements of Magic for the supernatural, my own book of houserules, and some variant of the Ultimate Classes from the WotC bordes. (Misspellings intentional.)

At this point, I'm focusing lot on plots and characters. I'm not terribly good at these things, given that I've never really done it... Think I'm biting off more than I can chew with this?

- Kemrain the Worried.
 

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