Post by waysoftheearth on Mar 13, 2013 16:59:44 GMT -6
A couple of different "design forces" are at play in the DD thief.
DD doesn't presuppose the pivotal shift to percentage based skills that appeared with the Greyhawk thief (and it's precursor in the great plains newsletter).
Instead it uses the d6 based system that appears variously throughout the 3LBBs (e.g., for listening, surprise, finding traps/secret doors, bypasing doors, so so on).
The most apparent consequences of this are that a) A thief doesn't have awful odds of performing his primary function at low levels, b) A thief's skills are generally applicable to whatever subterfuges the player can dream up rather than limited to an explicit list of functions, c) The granularity is coarse enough that the player/ref doesn't have to fiddle with ridiculously fine adjustments for race, dexterity, armour worn, light level, lock complexity etc. etc. Instead they can just get on with the game.
Additionally, prospective referees are encouraged to house rule their own variants on the thief. A simpler starting model is easier to customize than is a more complex one. House ruling your own thief is something of an old school "right of passage", and DD leave the way wide open for you