thief class is a strange one. It gets almost all of its abilities at first level, but at an poor chance of success. As they advance their aptitude improves but at an equal rate in all of them for all thieves. Fighters, dwarves and halflings have the option to choose differing weapons along with tactics to master, clerics and magic-users become more individualized through a combination of spell selection and custom spell research. Elves, in their special nature, do both to great success. Thieves though have a preset chart that tells how able all thieves are in a given skill at a given level. There is nothing wrong with this, but some players would like a little more flexibility while still playing with easier and more quick-to-play Classic Edition. What is presented below is a variation allowing more player customization while also factoring in another option, the d6-Method.

            Recently someone posted an interesting suggestion on the Dragonsfoot website, replacing the standard percentile based system with a d6 roll. It sounded interesting to both myself and "Alex" (another forum member of Dragonsfoot). Alex first ran the numbers for comparison and I later did the same to see how the probabilities of success were affected by the change. Two discoveries were made, first mathematically it is close enough as to be no real difference. Secondly the advancement, notation, and die rolling method seemed to have an "Old School Gaming" feel to it, even though it was actually replacing the original rules. I have decided to try this new method out with my gaming group. All players have said they are willing to give it a try and seem to like how it sounds.

            Of course no amount of statistical modifiers and adjusted class features will make the character truly come to life. That special gift, as always is reserved for the player who through good roleplaying breath a spark of life and true uniqueness into the collection of numbers and notes that makes a character fondly remembered long after the dice bag has been hung up and the sheaf of papers tucked away into a dusty folder on a near forgotten shelf.

The d6 Method
(Variable Skill Levels)

Variable Skill Levels:
The d6 Method

         At first level all thieves start with the same base level listed in the chart below. Newly created characters can increase any two skills by one point each at first level. Each additinal level gained allows him to again select any two skills and improve them a further one point each. When checking for success the character will roll 1d6, he is successful if he rolls equal to or less than the skill's rating after any relevant modifiers are applied.


Open Locks
Find & Remove
Traps

Pick Pockets

Move Silently
Climb Sheer Surfaces
Hide
in Shadows

Hear Noise

Read Languages
1
1
1
1
5
1
2
0

          Skills increased above 5 do not become 6 and guarantee an automatic success. Instead they go up in the following die code sequence:

5 points = 5 in 6    
6 points = 7 in 8    
7 points = 9 in 10  
8 points = 19 in 20

          While every skill remains with some small chance of failure no matter how good a Thief becomes at it, there is an added effect to keep in mind as you advance to the highest level of ability, the modifiers that are applied to any die roll do not increase just because the die rolled has "scaled up." For example, a Footpad (2nd level thief) with a 2 in Pick Pockets attempting to lift the purse of a Champion (7th level fighter) is at a -1 to the die roll (see below for explanation) reducing the Footpad's chance of success by 16.667%. If a 10th level master thief with a 19 in Pick Pockets (8 points) attempts to lift the purse of a 15th level lord that same -1 penalty now reduces the thief to an 18 in 20 chance of success (only a 5% reduction).

          Some Thief Skills have special rules that apply to them when used and others grant added special abilities as the character master's them.

(Top of Page)

Variable Skill Levels
Not All Thieves are Equal in All Things

          Under the standard rules of the game, thieves all advance at the same rate in the same way with all of their special abilities. Many have felt that this is simply too limiting when it came to developing character concepts. Some have suggested and implemented variable percentage assignments much like what was used in 2nd edition AD&D, however this is also not a perfect fix, because the actual rates of advancement is slower under that option than in the normal rules as it was presented and it creates additional levels of complication and math to verify that characters haven't spent too many points accidentally. The option that is shown here was originally suggested by a fellow called Scott on the Dragonsfoot Forums. His suggestion seemed a reasonable compromise and also has the merit of being both simple to track and easy to implement on both sides of the screen. What follows is a slightly modified version of his vision offering for an additional bit of customizing.

          When a thief character is first created the player has the option to increase his ability in any of the Thief Special Abilities (except Backstab and Read Languages) from 1 to 3 levels, however he must also reduce another Special Ability by the same amount. Those abilities whose effective level is zero or below are not accessible to the thief (see the climb wall exception below). These would be listed on the character sheet with a notation beside it. As an example Miriam the Quick has chosen the life of the thief, but she is more of a common burglar than a proper adventuring thief; so at first level has the following modified Thief Abilities noted on her character sheet: Open Locks (+3), Find Traps (-2), Remove Traps (-3), Move Silently (+2), Hide in Shadows (+2), and Pick Pocket (-2). At first level Miriam will be equal to a 4th level thief when Opening Locks and third level thief when using the Moving Silently or Hide in Shadows ability. Unfortunately she won't be able to Find Traps or Pick Pockets until she's third level (and will only have the first level ability then). Miriam's ability to actually Remove Traps won't even mature until she is fully fourth level (and then will only have her fledgling first level ability).

          Climb Walls is a special case because it starts at such a high level of ability. Instead of being lost completely, it is simply greatly reduced. Use the following list as the character's chance for success depending on the penalty chosen:

                                         -3 level penalty = 10% chance of success
                                         -2 level penalty = 30% chance of success
                                         -1 level penalty = 50% chance of success

          It is hoped that the suggested presented here will allow the thief character to become more individualized in a wide variety of skills and still easily track their advancement on the chart within the players' rule book.

(Top of Page)

High Level Aptitudes
Expanded Skills of the Master Thieves

          As thieves advance in level, they improve on their nature, but gain no other exceptional or special abilities. The Moldvay/Cook edition Expert Rulebook provided a short list of suggested special abilities that a thief might develop later in their careers, for reasons of time and space the Mentzer boxed editions removed these suggestions from print. If they had never been mentioned it is very likely that high level thief abilities would never have become a debated topic. Since they were printed, and have been seen by fans of the game for more than 25 years now, the topic will addressed for interested players.. The suggestions listed here expand on the basic abilities all thieves possessed as they developed.

 *It should be noted that the percentage adjustments are based off the use of the Thief's Special Abilitites chart found in the Rules Cyclopedia. If using the Moldvay/Cook rules different modifiers should be used.

A Suggestion for Backstab: This particular ability works differently than all other Thief's Abilities. Under the rules as written the thief receives a x2 multiplier on damage when attacking from surprise. The option presented here is gives them greater damage as they advance. When a thief reaches 12th level the Backstab multiplier increases to x3. When the thief attains 24th level it increases again to x4.

Pick Magical Locks: Thieves can attempt to pick magically locked or sealed doorways by puzzling out the spell and unraveling its magical properties. The penalty for making the attempt is -60%. An 11th level thief has only a 2% chance of success, while a 36th level thief has a 60% chance of success.

Find Magical Wards & Glyphs: By taking a -60% penalty to the Find Traps ability a thief can attempt to uncover any magical protections, traps, and alarms placed on an object. This works in all ways like the standard Find Traps skill.

Remove Magical Wards & Glyphs: When the -60% penalty is applied to the Remove Traps skill it give the thief a chance to actually remove the magical ward, provided they were able to find and puzzle it out on their own using the Find Magical Wards & Glyphs ability above.

Climb Overhangs: This is the most dangerous ability a thief can likely develop, and as a result most are loathe to actually attempt it. This ability allows the thief to climb across overhangs and ceilings that appear to be almost sheer (in much the same way they can climb walls). As long as there are any handholds or ways to make a slight grip, the thief can make the attempt. The initial penalty is -100%. This means a 15th level thief has only a 1% chance of success. Each level they advance beyond 15th though, the penalty is reduced by 2%.


Thief Level
Climb
Overhangs

Thief Level
Climb
Overhangs
Thief Level
Climb
Overhangs
15
1%
23
25%
 
31
47%
16
4%
24
28%
 
32
50%
17
7%
25
31%
 
33
53%
18
10%
26
34%
 
34
56%
19
13%
27
35%
 
35
59%
20
16%
28
38%
 
36
62%
21
19%
29
41%
 
22
22%
30
44%
 

Dash Silently: When a thief is attempting to Move Silently, they are considered to be moving at a cautious walking speed. The soft step has become so second nature to master thieves that they can increase the speed at which they move. Thieves can move at twice their normal speed if they take a -30% penalty. If a -60% penalty is taken, thieves can attempt to move silently at a full run (3 times normal move).

Hide While Moving: Normally a thief wanting to hide must remain still, but with practice a thief can master the skill of moving about while concealed. If the thief takes a -25% penalty to their Hide in Shadows ability, they can move at half-speed while sticking to the shadows. If the thief takes a -50% penalty they can move at normal speed while attempting to stay in the shadows. And finally if the thief is willing to risk the extreme penalty of -75% they can attempt to move at twice their normal speed while going along the shadows.

Heightened Alertness: Thieves hone their sense of hearing to an amazing level compared to others. At 15th level the chance to surprise a thief is reduced by 1 (this makes the typical chance of surprise only a 1 in 6). Additionally, when blinded, fighting in total darkness, or facing invisible opponents, a thief is allowed to make a Hear Noise check once each round at a -90% penalty. If successful, the normal penalties incurred by the situation are ignored for that round.

(Top of Page)

The Rakes
Non-Thief Thieves from the Thyatian Empire
A Class Variant

   * Originally suggested in the Dawn of the Emperors boxed set. Expanded here to make a more interesting and unique class. Balanced used the Class Creation guidelines suggested in the OD&Dities electronic fanzine.

          First developed as a way of life in the Pearl Islands, where the local population admired skill and cunning, but could not philosophically accept the concept of actual theft. Their strange answer was the dashing young soul called "The Rake." This rather odd concept appealed to the wider people of the Empire. in less than two score years rakes spread out and across the empire. Now they can be found in imperial ports, well traveled crossroads, and even wandering in far off exotic lands such as Wendar and Glantri. Adventuring companies fearful of the thief's nature and seldom admitted too profession have frequently been relieved to discover the skills of rakes. Of course the occasional common thief has chosen to pass himself off as a Rake hoping to win false confidence and misplaced trust so that recovered treasures can be more easily swindled. This is not too common though as rakes are still generally considered to be rare when compared to the number of thieves roaming the world and most thieves have no desire to place themselves in the front line of combat; a place many a rake has found themselves in.

          Rakes possess the expertise in combat of common fighters but lack the same level of stamina and ability to avoid a great many blows fighters show in combat. Rakes are also better trained in weapons than most thieves, but still not quite to the level a fighter possesses, frequently though that small extra bit of skill can prove pivotal in the middle of a battle. However these improved combat abilities do come at a price. Unlike the typical thief, rakes cannot Pick Pockets, Read Languages (including magical writing), and have no training in the dangerous art of Backstabbing. Given the peculiar streak of honor that many rakes display combined with the original culture's shunning of covert criminal acts and lack of advanced literacy, this make the price seem reasonable.

Class Summary
Experience Chart: Same as the Thief
Saving Throws: Same as the Thief
Attack Chart: Same as the Fighter
Hit Dice: 1d6 per level up to 9th. Then 2 point per level after.
Armor & Weapons: Same as the Thief but Rakes start with 3 weapon proficiences
Special Abilities: Same as the Thief but excludes the following: Backstab, Pick Pockets, and Read Languages (and reading magical scrolls)

(Top of Page)

What is Thieves' Cant?

          Legends speak of a strange, secretive language understood only by thieves. Designed to allow criminals to communicate the the nature of their business without fear of revealing what acts have been committed to the local lord's guard. There is no hidden language or script taught only to criminals, but there is a code.
          If thieves were to speak in a language different than those that surround them, it would eventually attract attention, but through carefully developed code words a pair of thieves can sit about discussing the details of a good haul and bicker over who has the better fence without ever raising an eyebrow of those at nearby tables. The Cant uses a variety of phrases and uncommon words that can be dropped into a sentence that changes a simple statement about the weather into the opening of negotions to sell a pouch of gems. A noncommittal response is given, and bargaining can begin in earnest. Many thieves use this well guarded system to test strangers to see if they are in the brotherhood. Any who have taken to the life of the thief, be they a common criminal or hardy adventurer, and finished their training has learned how to use the Cant.

          By tradition and need the secret of the Cant is something that is never taught to non-thieves. Even those who have "gone respectable" keep the true meanings of the words they once used secret. If other thieves were to discover that the Cant was shared with outsiders the wrath of the criminal underworld would be more than a match for even the most hardened of adventurers. The Guilds would also be cerain to "silence" any outsiders that it might have been shared with.

          Rakes, because they are not an actual part of the criminal underworld and belong to none of the Guilds, can never learn the Cant. Its simply part of the price for being someone considered respectible.

How do you Establish Guilds?

          When a well known or very successful thief chooses to settle down, they frequently are noticed by others. The thief will attract a small band of followers who seek the tutelage of an established master. There will be anywhere from two to twelve of these adventurous spirits. If accepted they will typically remain loyal to their instructor throughout their training and on into their adventuring careers.

          How the master thief appears to the local community depends on the way he has chosen to build his hideout. The most common approach is to open up a business front by having a couple of loyal henchmen serving as the working staff. Tailors, leather-workers, brewers, and warehousers are some of the more popular "legitimate" faces thieves like to use; but any business that sees looks busy most days will do. This allows for the apprentices and low level members to come and go with the guild's loot without catching the eye of the Lord's Guard. If the master thief is the local lord, then it makes it a little easier, but it is generally best to keep his subjects in the dark about his additional ways of generating wealth, few wish to live where they are both taxed and robbed by their liege.

          Once the Guild Hall is decided upon, the master thief must decide what percentage to claim from the hauls of those under him. Most guilds ask for only 10 to 30 percent but a few of the largest and most impressive have seen fit to demand as much as half of all the junior thieves take. The master must offer something in exchange for his cut though, thieves are seldom thought of as an openly generous lot. The most common offerings include a safehouse to stay at for brief periods, access to reliable and fair fences, help with prison breaks should the need arise, leads to good jobs, extra muscle or back-up on occassion, and someone to avenge the wronged in the worst of cases; to name a handful of options. How the master treats those beneath him does a great deal in cementing his reputation among future possible apprentices.

          After his basic decisions about location of the hideout, tithes, and boons for his underlings are decided; all that is really needed is to choose what other ways a thief might want to generate income. Some guilds have manage to gain control of local moneylenders, others have taken to recruiting women who can offer agreeable companionship to those of sufficient means, while still others set up gaming halls where dice, cards, and other games of chance are played are offered up. This extra income can prove to be invaluable and offer opportunities and contacts that might never otherwise reveal themselves to the perceptive master thief.

          Unfortunately, for better or worse, the master thief will also attract the attention of nearest Guild. Constantly watch for signs of an independent operator, Guilds dislike those that might conflict or cut in on the established criminal underworld without paying their proper dues. It is up to the master thief to guess the best way to deal with the other Guilds. The safest option is to approach the already present Guild before the master thief opens his own Guild Hall.

          By joining and expanding the local Guild it makes the transition easier and provides an additional support network for any activities that are started. The downside of course is that a percentage of all dues collected by the master thief must be forwarded on to the older Guild Hall as a tribute for being allowed to operate. Also if the older thieves are already known to the Lord's Guard, then the appearance of the newer thieves could also soon be discovered. A risky proposition at times.

          Of course if the master thief chooses not to join the established Regional Guild, then there is a very different danger ahead of them. A Guild War could start, with rival thieves stealing or going after one another. Spies and blackmailers trying to carve up the wealth of the guilds while the Pragmatti tender their services and allegiance with the group that best fits their sinister plans. If unsuccessful or not strong enough to stand free and make a name for themselves, the new Guild could be shut out of fences, blocked from smuggling goods on sympathetic merchant ships, and even shut blocked from influencing the aids and captains who serve the local lord.

          There are many things that must be considered when a thief decides to start a Guild. Running such an operation can be just as hard as carving a dominion out of the wilderness. The perils are great, many threats from rival guilds to the local law can make for as hard a battle as any dragon or beholder that has chosen to stake out a part of a lordling's claim. But it can also be just as rewarding both financially and personally when you see the web of intrigues and influence that has been constructed by a wily master. Just be careful that a blade isn't slipped between your ribs and that your chosen consorts know when to hold their tongues.

 

 

 

Back Home