Monday, August 1, 2016

RPG Design: The Thief Class

Two weeks ago, I discussed the Core Four Classes of tabletop role-playing (i.e., Fighting-Man, Magic-User, Cleric and Thief), drawn from Original Dungeons & Dragons and Supplement I: Greyhawk.  Today, I wanted to look in more detail at the Thief Class:



New Schoolers might be more familiar with the term "Rogue," which was a 3e D&D change (although the move started with 2e) and fallout from the "Bothered About Dungeons & Dragons" (B.A.D.D.) hysteria.  I prefer not to lend any kind of credence to Ms. Pulling's baseless accusations so the Thief has kept his original moniker in my rules set, Sorcery & Steel.

There are some Old Schoolers who don't feel that the Thief belongs among the Core Four, since it is not present in Original Dungeons & Dragons and because ALL characters are thieves in the general sense.  While I understand this point of view, I do think that it is useful to have thieves in the professional sense.  In other words, it's hard to disbelieve that a barbarian from the wastes, a warrior priestess or a newly-minted apprentice would have dedicated the bandwidth to competently and consistently pick locks or other nefarious professional skills.

This is less of an issue with rules sets that have a strong skill system (e.g., BRP, Classic Traveller).

In any event, there is a long tradition of sneaky and lightly armored adventurers in tabletop role-playing and in the fantasy literature (e.g., the Grey Mouser) from whence it came.

A glaring problem for the Old School D&D-brand Thief is that his professional skills begin far too low!  For example, let's take a look at the AD&D variety:



Aside from Climbing Walls (why this shouldn't be included among the Thief's professional skills is a whole other topic), he begins with  an average 18.3% chance of success.  That's miserable!  And it's actually an improvement from B/X!

In my rules set, Sorcery & Steel, I've started the Thief's professional skills at a far more competent point and adapted the rule from 2e allowing the player to allocate professional skill points.


One thing that's changed for the worse IMHO over the years is massive hit point inflation for Thieves in Dungeons & Dragons: in OD&D and B/X, Thieves used a d4.  In AD&D, this was upgraded in a d6.  But now, in 5e, Thieves are rocking a d8!

This hit point inflation, combined with other things including without limitation generous healing and an increasing reluctance to allow PC death, has given newer editions of Dungeons & Dragons a video-gamey feel: rather than being terrified of the dark, typical PCs now often adapt a kick the doors down approach.



This, of course, dramatically changes the tone and feel of adventuring by altering the risk/reward ratio.  At my table, the role of Thief general goes to the most clever and daring player, as it is the Thief that most often is called upon to match wits by his lonesome with the GM.

This is in line with my own preference to emphasize and encourage player skill over character abilities.

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