A_Carrington
Villager
Literally the worst take on this I can think of. No where near the mark.
Asserted without reasoning, dismissed without reasoning.
Literally the worst take on this I can think of. No where near the mark.
I did oversee that, but it doesnt change anything about my answer. Class-based games - like D&D - have the thiev as class because the distinction of character mechanics is done via classes. Skill-based games don't have this "problem" because they don't have any classes at all. It is a non-problem. I don't understand what gets discussed here. Class based games have classes, skill based games don't.
"Yes, but..."At the very least you need to acknowledge there are games that land well in a muddy ground in between. Any class based game with a skill system may well have no useful niche for thieves since most of what defines a thief is just specific skills. Its notable that they had to carve out spots for the D&D rogue across time to keep it at all distinct from any of the high-skill-point classes once those appeared.
This was exactly my reasoning for taking them out. I do have a replacement but it covers many roles, not just thief. I just read a comment above that calls what they came up with muddy, and basically not focused enough. Im my circles at least, it is one of the most played professions and is received quite well. But that could merely be a design aspect rather than a definitive if it will work or not.At the very least you need to acknowledge there are games that land well in a muddy ground in between. Any class based game with a skill system may well have no useful niche for thieves since most of what defines a thief is just specific skills. Its notable that they had to carve out spots for the D&D rogue across time to keep it at all distinct from any of the high-skill-point classes once those appeared.
I did briefly remove thieves from my 2e edit, replacing it with a light armoured skirmisher warrior (with the attack and hit dice of warriors), but after creating an expert class based on birthright's guilder, Ive added them back in as a subclass of the expert.This was exactly my reasoning for taking them out. I do have a replacement but it covers many roles, not just thief.
I can see why some people might like them, the roleplaying aspect being a main consideration for me. DnD has romanticized the thief, or at least its players have. The mechanics of a thief as a stand alone boil down to skills that anyone can take. My replacement covers a jack of all trades with training in almost all of my worlds magics, but with limited ability. Skilled players can easily navigate that limitation with character build. Overall though I looked at it from a roleplaying POV. I picture gangs being popular. Training is done individually by members and minor magic is passed around to group members. A little of this, a little of that, a few skills here and there....Alternately, this could easily represent monastic life, where spiritual teachings act as introductions to other professions, such as wizards, or lastly Mystics, Wanders and caravanners going through life, existing with their own skills making a living whichever way they can. All of these roles fit with what you might pair up with as Rogue, and indeed that title is included, but does not overly focus on thieving itself, though the prof does in fact have thief like skills.I did briefly remove thieves from my 2e edit, replacing it with a light armoured skirmisher warrior (with the attack and hit dice of warriors), but after creating an expert class based on birthright's guilder, Ive added them back in as a subclass of the expert.
DnD has romanticized the thief