Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Why do we need thieves??
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9805989" data-attributes="member: 42582"><p>As best I can infer from the OP's various posts about the RPG they are writing (or have written), it seems to use magic-wielding classes to achieve genre-appropriate fiction without relying on metagame mechanics or other action-resolution and framing devices that don't directly correspond to in-fiction processes. In that sort of game, if it otherwise hews to fairly typical fantasy tropes, knights will not be fully mundane, and - almost by definition - no fully mundane character will be suitable to be taken up by a player to occupy a protagonist's role.</p><p></p><p>If I'm correct, then in repudiating the logic of "thief" as a class, the OP is just reiterating their underlying design principles and drawing out a fairly straightforward consequence of them. But I don't think that that has any broader consequences for RPG design.</p><p></p><p>In a class-based game that identifies <em>fighting</em> as a pre-eminent domain of conflict resolution, and that identifies <em>magic</em> as a distinctive (both in the fiction and in the mechanics) way of acquiring abilities, then there will be conceptual room for a character who does not use magic, and is a second-tier fighter, but in exchange is good at "other stuff". (Of course that sort of character is always in danger of being overshadowed by magic.) In D&D that's the niche of the thief or "skill monkey".</p><p></p><p>The parameters that create this niche - to reiterate, a class-based game in which <em>fighting</em> as a pre-eminent domain of conflict resolution, and <em>magic</em> as a distinctive (both in the fiction and in the mechanics) way of acquiring abilities - are pretty particular. Which means that the "thief" class is also pretty particular. But perfectly sensible within its appropriate domain.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9805989, member: 42582"] As best I can infer from the OP's various posts about the RPG they are writing (or have written), it seems to use magic-wielding classes to achieve genre-appropriate fiction without relying on metagame mechanics or other action-resolution and framing devices that don't directly correspond to in-fiction processes. In that sort of game, if it otherwise hews to fairly typical fantasy tropes, knights will not be fully mundane, and - almost by definition - no fully mundane character will be suitable to be taken up by a player to occupy a protagonist's role. If I'm correct, then in repudiating the logic of "thief" as a class, the OP is just reiterating their underlying design principles and drawing out a fairly straightforward consequence of them. But I don't think that that has any broader consequences for RPG design. In a class-based game that identifies [I]fighting[/I] as a pre-eminent domain of conflict resolution, and that identifies [I]magic[/I] as a distinctive (both in the fiction and in the mechanics) way of acquiring abilities, then there will be conceptual room for a character who does not use magic, and is a second-tier fighter, but in exchange is good at "other stuff". (Of course that sort of character is always in danger of being overshadowed by magic.) In D&D that's the niche of the thief or "skill monkey". The parameters that create this niche - to reiterate, a class-based game in which [I]fighting[/I] as a pre-eminent domain of conflict resolution, and [I]magic[/I] as a distinctive (both in the fiction and in the mechanics) way of acquiring abilities - are pretty particular. Which means that the "thief" class is also pretty particular. But perfectly sensible within its appropriate domain. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why do we need thieves??
Top