Aplus
Level 6 Magician
Posts: 353
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Post by Aplus on Jan 27, 2012 17:48:30 GMT -6
So here is a draft workup of my LBB game thief, which can be used as a replacement for the cleric, or alongside it. The basic idea was to use as much of whats already there as possible, rather than looking to greyhawk or other sources, although I did steal the LotFP skills, since I really like the way they are handled in that game. I like that all PCs can use thief skills, they are just crappier at it. This does kind of set the stage for an all-out skill system, and my brain naturally gravitates to adding "Spellcraft" and "Alchemy" for the magic-users, and other ways to give the other classes a skill point here and there so they can specialize in something. Anyways, while far from revolutionary, hopefully it inspires some thought. The LBB Thief
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jacar
Level 5 Thaumaturgist
Posts: 345
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Post by jacar on Jan 27, 2012 21:01:39 GMT -6
Interesting. I use a similar skills system. It is basically as per the LBB but with a D6. Some are 2 or less while most start at 1. I don't do any kind of back stab skill though. You just do double damage from behind. My rational is that we roll a D6 for skills and being surprised and just about anything noncombat in the game. So why not thieves too?
I do like your system. Looks like it could work pretty well.
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busman
Level 6 Magician
Playing OD&D, once again. Since 2008!
Posts: 448
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Post by busman on Jan 27, 2012 21:34:57 GMT -6
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 4, 2012 16:55:54 GMT -6
This...isn't bad. Not bad at all.
I also like LotFP's idea that all players could theoretically use thief skills, though having read several threads on thieves now I can see where depending on skill checks can hinder role-playing.
LotFP's 'specialist' troubled me with how the skills are customizable (+4 points anywhere you want, +2 per level). It reminds me strongly of the AD&D-2 thief ... without the safety net of only being able to put half your points in one skill at a time. If I were to use something like this, I'd probably put that limit in.
Still, as you noted, this does indeed 'set the stage' for an all-out skill system. I'm increasingly of the opinion one isn't necessary and that it can indeed get in the way. A real eye opening experience for me was when I once told a GM my ranger was trying to follow tracks, and she replied "Describe how."
This is a very good writeup though. You've given me something to think about.
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Post by Stormcrow on Feb 4, 2012 18:55:06 GMT -6
I also like LotFP's idea that all players could theoretically use thief skills, though having read several threads on thieves now I can see where depending on skill checks can hinder role-playing. Fantasy Wargaming has only the three classes of fighter, cleric, and magic-user, but anyone who grew up in the correct social circumstances will be considered a professional thief, and will get a +2 on the adventuring table to perform tasks a thief might do.
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Post by starcraft on Feb 7, 2012 20:31:51 GMT -6
little late to the party...
I use a very similar system with the following...
stealth, climbing, lock-picking, pick-pocketing and disarm traps (I do not use find traps - anyone can try that)
Each of the 4 skills starts at 1 in 6 chance of success except climbing which starts at 2 in 6.
Every level, a thief gains 1 point to place as he chooses.
As I cap @ level 10, you could - in theory - have a 3 in 6 chance at all of them - jack of all trades like.
If you went as a specialist (a cat burglar for instance) and focused on locks and climbing, you could have 6 in 6 for each. This looks like automatic success, but the DM can apply modifiers as he sees fit.
An easy task - moving silently while a group of musicians is playing nearby might give a +1 or even +2 to the roll. picking an old rusty lock might be a -1 to the roll. Picking it with improvised tools might be -2 or even -3.
Backstabbing is something I allow anyone to do. Basically, it is an automatic critical (max damage on the first die + an extra d6).
Thieves - by nature of their skills - will succeed at this more often as it is easier for them to approach someone unaware.
I allow all classes to attempt any of these skills - they are just unlikely to succeed at anything difficult. For instance, I may allow a character with a locksmith background a 1 or even 2 in 6 chance of picking a common lock, but he would have no chance against the rusty old one with improvised tools.
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