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Thief, the Dark Project, the RPG?
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<blockquote data-quote="GlassJaw" data-source="post: 2198390" data-attributes="member: 22103"><p><strong>the Hide skill in Thief</strong></p><p></p><p>This is a semi-bump but I also wanted to discuss some more mechanics.</p><p></p><p>One of the things I think would need to be expanded is the rules for Hide, especially in varied degress of darkness and light. One of my ideas was to bring back the % concealment rules and expand them to grant bonuses to Hide (maybe a +2 cirumstance bonus at each level). Something like this perhaps:</p><p></p><p>10% - average lighted room, shadows from objects, etc</p><p>20% - some shadows, single candle, torch, or lantern, etc</p><p>30% - moderate shadows, light from adjacent room or down the hall, etc</p><p>40% - heavy shadows, moonlight</p><p>50% - complete darkness</p><p></p><p>Or you could go even one step further and completely remove the darkness/light rules from concealment and create a new list. Each "step" from total visibility/lighting towards complete darkness would grant a bonus.</p><p></p><p>Anyway, just some ideas. One of my motivations is that for a setting like this, I would use a "grittier" wound and damage system. I want to give the players some incentive to actually use things like Hide and concealment and cover. After all, that's a major factor of the Thief games and I don't think the current Hude rules are extensive enough.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 2198390, member: 22103"] [b]the Hide skill in Thief[/b] This is a semi-bump but I also wanted to discuss some more mechanics. One of the things I think would need to be expanded is the rules for Hide, especially in varied degress of darkness and light. One of my ideas was to bring back the % concealment rules and expand them to grant bonuses to Hide (maybe a +2 cirumstance bonus at each level). Something like this perhaps: 10% - average lighted room, shadows from objects, etc 20% - some shadows, single candle, torch, or lantern, etc 30% - moderate shadows, light from adjacent room or down the hall, etc 40% - heavy shadows, moonlight 50% - complete darkness Or you could go even one step further and completely remove the darkness/light rules from concealment and create a new list. Each "step" from total visibility/lighting towards complete darkness would grant a bonus. Anyway, just some ideas. One of my motivations is that for a setting like this, I would use a "grittier" wound and damage system. I want to give the players some incentive to actually use things like Hide and concealment and cover. After all, that's a major factor of the Thief games and I don't think the current Hude rules are extensive enough. [/QUOTE]
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