Why do we need thieves??

You don't "need" any particular class, concept or archetype for most RPGs. Well, I suppose if your game is "Wizards & Warriors" you would need wizards and warriors but in a more generalized system, such as D&D, nothing is essential.

Even then, being a wizard or being a warrior might be a matter of degree. Maybe the game only has two stats, Wizarding and Warrioring.
 

log in or register to remove this ad


You don't "need" any particular class, concept or archetype for most RPGs. Well, I suppose if your game is "Wizards & Warriors" you would need wizards and warriors but in a more generalized system, such as D&D, nothing is essential. Classes are merely packages of features designed to emphasize a play style or thematic archetype. Include only the ones you find relevant for your game.

...
This is how Fantasy Trip handles it. Your char creation choice is between 'Hero' and 'Wizard'. Heroes are anything other then primary magic throwers. There is no dedicated 'Thief' but if you pick enough roguish talents for your hero, you are effectively the party sneak/diplomat/infiltration expert.

Players wanting to do something other then "Bash it with a heavy something" or "Zap it with magic" will probably pass on a game that forces a choice between Bash or Zap. Some people really want to Sneak, Talk, Spy, etc.
 

We are also talking an archetype like Hanse Shadowspawn, or Robin Hood:

1762879520048.jpeg
 


I think the name “thief” Carrie’s a lot of baggage which is why modern takes use rogue or spy etc…

I view the archetype as a character trained in chicanery, tradecraft, stealth, etc.. sure anyone could steal documents but folks with this training can do so without a trace and in ways regular folks cannot proficiently.
 

I think the name “thief” Carrie’s a lot of baggage which is why modern takes use rogue or spy etc…
Indeed. It's also largely why the kender of Dragonlance are the way they are as well. They're basically halfling thieves without their best suited vocation being a moral failing.
 

In general I would say it's because some people enjoy playing a sneaky character and it's a good idea to support popular archetypes.

That doesn't have to be a thief class (and in many games it's not) but the archetype should be supported.
This is a fact. We played lots of thieves and assassins in 1e, knowing they were at a disadvantage in many ways.

But we could not resist it seemed…

I think the issue now is most skill packages in 5e are transferable and can be gained in various ways.

They aren’t essential…but people in my group often like to play them…
 


So with a great deal of systems, I see a dedicated profession of thief. I would argue the need on the basis that, thieves do not have special powers, just skills. You could play a warrior, and rob people, take advantage of someone you caught off guard, a servant could walk away with important documents, or a locksmith could open locks. Debate me, and if you like thieves, what do you like about them?
IMO. The game has 3 primary subsystems.

Attacks
Spells
Skills

Not just thievery in general, but you need some way for a character to specialize toward each of these.

For a system that uses dedicated packages of abilities that's geared toward a specific theme (aka class), the theme for a thief being, someone that would rather not engage in direct combat, but use stealth, subterfuge and mostly look for opportunistic moments to strike if it's even needed.

Your warrior that can steal stuff isn't the same theme. It's something different. One could even have both in the game, but would need to balance them against each other. Which often gets represented as the warrior who can steal is better at combat but worse at stealth/stealing/etc.
 

Remove ads

Top