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We need to stop short changing thieves on equipment

ferratus

Adventurer
In all of the editions of D&D, there has never been a table of underworld tools in the PHB. To me, this is just as bizarre as not having a full weapon and armour list for the fighter.

If a thief is supposed to be a skill based character, and a slippery and conniving cheat, he needs equipment to help him. How is he supposed to flee from pursuing beasts that he found when scouting ahead if he doesn't have dog pepper? How does he trip their masters without a bag of marbles? How does he get past locked doors when he can't pick them without chisels, files or hacksaws?

He can't. At the very least, we expect thieves and DM's to improvise core gameplay mechanics on the fly, even though they are just as dependant on their equipment as a fighter is. There are a few tools that are very nearly essential and many that are merely convenient (such as a keymaking set and wax pad) that just aren't found in the PHB. But the rogue needs a choice of those tools to cheat and steal just as a fighter needs to have a choice of weapons to fight with.

Finally, the tools that have traditionally been given to the thief (disguise kit, lockpicks, crowbar, grappling hook) in the PHB are not listed in the same table for quick and easy reference. There should be an "Underworld" tools table, and have listed in one convenient table all the things that a thief or assassin needs to ply his trade.
 

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Complete Thieves Handbook

Back in 2E the Complete Thieves Handbook had a whole bunch of mundane thieves tools, with information on when you might need them and how they would be useful.
 

Yay, loot!

Any mundane equipment that actually mattered would be quite welcome. Spy and intrigue loot is just inherently cool, and I'd love to see it.

It sounds like mundane adventuring loot is something that they are trying to emmphasize, so I think there's a good chance of convincing them to do this. Mention it, along with a list of the stuff you'd like to see the most, in the playtest report. Hopefully they use it!
 

In all of the editions of D&D, there has never been a table of underworld tools in the PHB. To me, this is just as bizarre as not having a full weapon and armour list for the fighter.

If a thief is supposed to be a skill based character, and a slippery and conniving cheat, he needs equipment to help him. How is he supposed to flee from pursuing beasts that he found when scouting ahead if he doesn't have dog pepper? How does he trip their masters without a bag of marbles? How does he get past locked doors when he can't pick them without chisels, files or hacksaws?

He can't. At the very least, we expect thieves and DM's to improvise core gameplay mechanics on the fly, even though they are just as dependant on their equipment as a fighter is. There are a few tools that are very nearly essential and many that are merely convenient (such as a keymaking set and wax pad) that just aren't found in the PHB. But the rogue needs a choice of those tools to cheat and steal just as a fighter needs to have a choice of weapons to fight with.

Finally, the tools that have traditionally been given to the thief (disguise kit, lockpicks, crowbar, grappling hook) in the PHB are not listed in the same table for quick and easy reference. There should be an "Underworld" tools table, and have listed in one convenient table all the things that a thief or assassin needs to ply his trade.

I may be misremembering, but isn't bag of marbles in the current playtest equipment list? I seem to remember passing them up for some caltrops though.
 





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