Advancement for DD Thieves May 17, 2013 0:09:26 GMT -6
Post by waysoftheearth on May 17, 2013 0:09:26 GMT -6
One of the best things about the thief class is house ruling it, and one of the most asked after house rules is some scheme for skill advancement.
Here's what I've recently been dabbling with...
At 1st level the thief player writes a "6" next to each of the thief skills (see Ref Rules v1, p14) on his character sheet. This indicates he should roll a six-sided die for each skill. Any roll of 3+ indicates success.
So far we're all by-the-book.
Then, starting at 2nd level a thief improves any one of his skills (player's choice) each time he advances to a new level. The player scrubs one of the "6"s on his sheet and replaces it with an "8". This indicates that he should now use an eight-sided die for that particular skill. Any roll of 3+ still indicates success, for any of his skills.
At 3rd level he scrubs another "6" and replaces it with another "8".
Starting at 4th level, the player is allowed to improve a skill a second time. In this case he would scrub an "8" and replace it with a "10". This indicates that he should use a ten-sided die for that particular skill. Note that any roll of 3+ still indicates success for any skill, regardless of the die type thrown.
From 8th level the player is allowed to improve a skill for a third and final time by scrubbing a "10" and replacing it with a "12". Now he should throw a twelve-sided die for that particular skill. Any roll of 3+ still indicates success for any skill regardless of the die type thrown.
This system is very easy to manage, and a busy ref can legitimately allow NPC thieves the basic 4 in 6 chance of success for everything if he doesn't have time to quibble over the details.
Note that the reading of maps/ciphers and reading of spell scrolls skills cannot be improved upon until one level after they are first accessed (i.e., 4th and 10th levels, respectively).