Showing posts with label Thief Skills. Show all posts
Showing posts with label Thief Skills. Show all posts

Thursday, February 10, 2022

Yeah But Thief Skills...


My current thinking for Doomslakers B/X Thieves is to keep to the original class but grant substantial perks based on Guild affiliation.

But I may also include an optional rule that I also quite like (and probably would use more, if I'm being honest).

Ability Check Thief Skills

All Thief skills are based on Ability checks. Each skill is linked to a particular Ability score. Dexterity is very important, but other Abilities also come into play. If two Abilities are listed, then the Thief must pass a check on both in order to be successful. If a choice is given, the player chooses which Ability to use (this decision is permanent).


Open Locks (Dex, Wis)

Remove Traps (Dex, Wis)

Pick Pockets (Dex, [Wis])*

Move Silently (Dex)

Climb Sheer Surfaces (Dex or Str)

Hide in Shadows (Dex)

Hear Noise (Wis)

Disguise (Cha, [Wis])*

Evade (Dex)

Forgery (Int)

Read Lang (Int)

Use Scrolls (Int)

Poison (Int, Con)

Mimicry (Cha)

*If the target’s level is higher than the Thief’s level, the Thief must also pass a Wisdom check to be successful.

The Thief gains +1 to one skill category per level, applicable to the Ability score for purposes of the Ability check (or just subtract it from the die roll). The Thief’s Guild also modifies Skills in particular ways.

Saturday, January 22, 2022

The Original Backstabber

When I talk about fixing the B/X D&D Thief class for Doomslakers B/X I'm not really talking about changing it too much. At least that's not what I want to do. This is why I don't embrace any of the more radical changes such as gutting the entire percentile system out of it.

No, what I want is to use the original class pretty much as-is, but layer on some additional perks and options that make the class more appealing and fun to play. I know a lot of people will argue that it's fun to play the original Thief without any house rules, and that's fine if it's your jam. Personally I just don't want to play a fantasy character who has a 10% chance to do the one thing they are "good" at doing. And I am really not sure why the original designers went with such a dreadful way of thinking. Maybe they assumed very low level play would be only a tiny portion and most people would play at over 10th level? I dunno. In my experience most people play between 1 and 9.

Anyway... I've mentioned a shitload of Thief house rules, because it's fairly easy to house rule this game into the stone age. But for Doomslakers I really want to keep that class unchanged as much as possible.

So my current thinking is that the setting itself will provide the layers of perks and house rules. It is a setting book, after all, not a generic manual. So when you roll up a Doomslakers Thief you'll choose a Guild and there are only a small number of Guilds in the world. Each has its own secrets. So the Guild you pick will modify your base skill ratings and grant you certain additional perks. THIS SHIT IS FUN.

Why do I want to avoid changing the original classes? Particularly the class tables...

Because Doomslakers B/X is a love letter, if I'm being completely saccharine. It is meant to be a 64 page saddle stitched book you can use in direct conjunction with the original game books (or OSE, Lab Lord, etc... you know the drill). It is a resource for that game not an altogether new game. It stems from the B/X 64 Challenge from the G+ days where I suggested that people should try to create a B/X supplement in 64 pages within 6 months (or something like that).

Tuesday, December 14, 2021

Thief: +25%


After posting this Thief thread recently I had another couple of little thoughts of only miniature merit.

My Double Dexterity house rule puts a huge premium on the Dex score. For my own games, this is fine because I let players put their scores wherever the hell they want. If you're gonna play a Thief, you'll almost certainly put your best score in Dex. And I think that's perfect for my campaigns.

But what if you run games a little bit more close to rules-as-written? Meaning, what if you do the whole 3d6-in-order thing? Then it is probably going to be the case that only players who happen to roll a good Dexterity will choose to be Thieves. In that case, perhaps an even simpler house rule would suffice: Thieves add +25% to all skills other than Climb Sheer Surfaces and Hear Noise.

I mean, this isn't a genius move or anything. It's a blunt instrument. The Thief skills are too low, we all agree*, and this is just a brute way of addressing that fact.

Another idea for the 3d6-in-order crowd (or anyone, I suppose) is to give Thieves a randomized bump. The player rolls dice for each skill at the point of character creation and adds the result to the skill. This one just hit me, actually. And I kinda like it, in principle, because it makes all Thieves very unique in their skill sets. So let's explore this by looking at some ways to randomize it.

1d100: Just roll 1d100 and add the result as your bonus. Uber swingy! You might start with Hide in Shadows 21% and Pick Pockets 105%. But what an excellent reflection of individual thievery.

1d20: Far more modest, low key. Blah.

3d20: Now this is interesting. You'll have an average bump of 30 points, which puts your skills around the 40%-50% range that the Double Dexterity rule gives you. But it disentangles skills from your Ability score, if you like that sort of thing.

3d6 Exploding: Hmm... average of 10 or 11? With the exploding bit I'm not sure how to do that math. I suppose the average would be higher than 11 but not by too much. Yet you have the potential for a huge skill bump if you luck out and roll a lot of 6s.

Off the cuff... out of all these ideas I actually like the +1d100 one the best. It's super swingy but that really adds some flavor to your PC right out of the gate. Like why is Sniffle the Sneak total shit at picking pockets but he can melt into the shadows like a magic ninja? Perhaps he gets nervous around people.

Ideas and shit.

*We all agree.

Sunday, December 5, 2021

Thief Me Baby One More Time

Given how many times I've written about how to fix the B/X Thief you'd think it was my favorite class. Not true. If I'm sitting down to play B/X at a con or whatever, I'm probably picking Elf. POWER GAMER.

Anyway... thieves.

This is a shit or get off the pot kind of moment. I've noodled Thief fixes for years but since I'm cementing my B/X house rules in a printed book forever I need to pick a path, right?*

TL:DR: Thieves add double Dexterity to most of their skill ratings and they get 7 new skills.

The current draft includes these fairly simple tweaks:


1. DOUBLE DEXTERITY ADDED TO SKILLS

Thieves add double their Dexterity score to all Skills except Climb Sheer Surfaces and Hear Noises. When trying to Find Traps, they add Intelligence x2 instead of Dexterity x2.

Let's talk about it.

First of all, the exclusions. I exclude Climb Sheer Surfaces because those skill ratings are already quite good. I suspect the designers didn't want to subject the lowly Thief to dying from a fall multiple times per session. Because while it's logical to say that failing to Move Silently does not mean you were heard it is harder to logically argue that failing to Climb means you didn't fall. I think I get it. Anyway, you don't add double Dex to that skill.

You don't add it to Hear Noises because that's the only Thief skill that isn't a god damn percentage.** 

Second of all, the skill ratings are famously and monumentally shitty. We all know it. Some of us like to make rational arguments to justify low scores but in the end we're just wrong and grasping at straws so we can idolize the most perfect TTRPG ever published. The Thief skill ratings are just too damn low. It would have been far better to start them around 50% and just slowly raise them by 2 or 3 each level or something like that. But nooooo. Fucking 10%.

Sorry, ranty moment.

Doubling your Dex and adding to the skill ratings brings your chances up towards 50% to start. For example, you have a 20% chance to Move Silently at level 1. Let's say you roll up a Dex of 14. Your Move Silently would be 20+14+14=48%. Not bad. It's on par with the chances of a first level PC hitting a target with AC 9 [10]. It makes some fucking sense, if you ask me.

"But James, this places a lot of weight on the Thief's Dexterity score. The original game didn't emphasize stats this much. Are you sure about this? What if the player rolls a really shitty Dex score?"

Yes, I'm sure. B/X gives us the well-loved roll-under-Ability mechanic, after all. Clearly the game was realizing that Ability scores aren't just window dressing and a bonus to XP isn't as super sexy as they thought it was. Also, I made 4d6-drop-lowest and place-score-where-you-want canon in my games. It's statistically unlikely that the Thief player will not have a good Dexterity score. As it should be.

"But James, then the 9th level Thief has a 103% chance to Move Silently! That seems very high to me."

Yes, 103% is very high. But consider these points. First of all, and let's be honest here, the lion's share of B/X play happens in the 1-7 level range. If you're running con games, you're doing level 1 or level 3 or something like that. If you do a campaign, it'll likely peter out by name level. But OK... let's say it doesn't. So second of all, who cares? The 9th level Thief is a Master Thief according to the level titles. Let them be mutherfuckin' masters. The DM can always make the situations harder and apply penalties. That's kinda how this game works. And it's especially ok when you're not playing with 36 levels.

"So, James, if these pathetically low Thief skills irritate you so much why not just house rule an entirely different skill system?"

Because when it all comes down, this is a B/X fan production. If I wanted to make a whole new dungeon game I'd do that instead. But I'm making a B/X inspired RPG supplement. I wanna preserve as much of the original spirit as I can. I want as few changes as possible. Simple as that, see?


2. ADDED SKILLS

When I went to Gary Con I met Frank Mentzer. This was like meeting a rock star for me since it was his red box that was the first RPG that I ever owned. I used it so much that eventually the box fell apart completely, long lost to time and the trash bin. So I asked Frank one question that always bugged me. In B/X's Expert book under the Thieves section for higher level play it says that in the fabled Companion rules the Thief would gain skills such as ventriloquism, distraction, and climbing upside down. I asked Mr. Mentzer why he didn't include those in the official Companion rules.

He said they were silly so he didn't want them in there.

Major points lost, Frank. Major points lost. My man... climbing upside down, scurrying across a ceiling like a fucking demon ninja? Hell yes.

So I added these skills to Thieves in the world of Yria, where Thieves are somewhat like assassins in that they have secret signs, secret guilds, and highly specialized training. I didn't add these to any Thief XP table because, again, I wanted to preserve the original spirit. So each of these skills simply uses the ratings of existing skills (in parenthesis).

-Evasion (Remove Traps)

-Climb Upside Down (Move Silently)

-Ventriloquism (Hear Noise)

-Mimic Voice (Hear Noise)

-Disguise (Pick Pockets, adding Intelligence x2 instead of Dex, and modified by the target's level in the same way as Pick Pockets)

-Forgery (Pick Pockets, adding Intelligence x2 instead of Dex, and modified by the target's level in the same way as Pick Pockets)

-Use Poison (Open Locks, adding Intelligence, not doubled, with serious risk)

Thieves are the original skill class, after all.

*Of course this is not true. The Doomslakers B/X Playbook is but one iteration of B/X campaign house rules and setting notes. Many more could follow! I can dream.

**WTF, designers? Did you not realize in 197x that in 202x people would be critiquing your work? Anyway, I'm kind of OK with the Hear Noises ratings. If anything I'd bump it up by 1 to start. So maybe that Wis modifier could play a role. But I'm thinking just leave it alone.

Tuesday, August 24, 2021

Thieves! Dirty Rotten Thieves!

Of late I've been thinking about classic D&D. When I think of D&D I always think of B/X D&D, the classic basic rules from 1981 compiled and edited by Tom Moldvay, Dave Cook, and Steve Marsh. That's my jam and probably always will be. It is a clean presentation of the original D&D rules with some tidying up, some clarifications, some stripping down, and some additions.

It is imminently hackable. It melts over new settings like butter on hot bread. When I think about writing fantasy settings for RPGs I always favor using this rule set as a basis, usually via the use of the game's most effective modern clones: Labyrinth Lord and Old School Essentials.

Thinking about B/X lately lead me to recall some of the posts I made about the topic in the past. I wanted to revisit some of them with fresh eyes and see if my thinking has changed.

Thieves' Skills is one of my favorites. I can't remember if this idea started as a G+ post and then I cleaned it up for a blog post or if it was the other way around. But I do remember when the idea hit me and suddenly thieves and their terrible skill ratings clicked into place and made sense.

Thieves' Skills

WHAT DO THE THIEVES SKILLS ACTUALLY MEAN?

You're playing a Thief. You want to pick a lock. You take a peek at your sheet and see that your chance is 15%. That sucks! Surely you can do better than that?

I think you can. I think the Thief's skills are not meant to replace existing stealth rules (such as they are), but to augment them. This is what I mean:

You try to sneak through a room where some orcs are playing bones in the corner. The dice are thrown and the result is 55%. That's well above the 20% you needed to move silently. What does that mean? It means you didn't move silently. It does NOT mean the orcs heard you. It simply means you made some kind of noise that might be heard. So the DM should then make the normal roll to determine if the orcs heard a noise or not.

If you were a Fighter sneaking through the room you'd only get the second roll, not the first one too. So the Thief has an added layer of rules to cover stealth.

Same for hiding in shadows. A failed skill roll means you could be seen. It does not mean you actually were seen. When the Thieves' skill rolls fail you simply fall back to normal rules such as a surprise check or hear noises.

I don't know if this was how the rules were meant to be used or not but this is how I've been thinking of them for a long time. It makes a thousand times more sense to me now than before and it means I don't necessarily have to house rule the Thief (though in all honesty I still do...).

After making this post I revisited the topic several times. In the post THIEVES! I re-state the idea outlined in the previous paragraphs and I introduce my Thief class bennies system, which I later modified into the Black Pudding Playbook's Thief.

In the post Once Again With The Thieves I talked about a new public game I was running and how I modified these ideas once more to suit that table. In that post I outlined this method:

-Thieves roll their skill on percentile dice + an ability check at the same time. If the percentile roll is good, ignore everything else because they have perfectly executed their subtle craft and cannot fail. Otherwise, go with a simple ability check.

-Non-thieves do sneaky stuff on an ability check, usually with Disadvantage. They cannot do super-secret stuff like climbing sheer surfaces or disarming complex traps (unless the player has a terrific plan).

Looking at it now, I still think this method is very good for a public game in which you have no idea who will show up to play. It eliminates the d6 rolls for hearing noises and such, which would be harder to explain to a complete noob. Rolling d100 and d20 at once is fast and smooth. Using Advantage and Disadvantage is both elegant and well known.

Still, as a B/X fan, I want the pure experience so I want as few house rules as possible. I need a good damn reason to house rule.*

In that same post I re-stated the original idea again in a way that I kinda like:

The idea here is to say that thief skills are special. The thief isn't merely trying to be very quiet or trying to find footholds on a wall. They have been trained or have discovered lost secrets or have tapped into natural talents that normal people cannot access. The thief doesn't simply "hide" in shadows, they fucking disappear. If that percentile roll is a good one, the thief cannot be detected. They are as good as invisible, though not in a magical way.

In the post Thief! Stop Thief! I had an idea for using the default saving throws as skill categories. Check it out. I haven't used this and it isn't what I'm leaning toward today but it's a neat idea, right?

SUMMARY

My thinking in 2021 is similar to 2015 with regards to Thief skills. Use the skills as they exist, without altering the tables or numbers. But treat those skills as *almost magical*, where the Thief is perfectly successful on a good roll and falls back to the default stealth rules when they fail. For my money, this actually solves the problem with Thieves.

Beyond that, I'm also in favor of giving Thieves another benefit in the form of special tricks. It could be a standard list such as forgery and reading scrolls and what not. Or it could be left wide open so the player can decide what their tricks are. I dunno. I'll ponder that one a little more.

I have some thoughts about wizards too...


* And oh yes, I do house rule. I have many house rules. I don't use them always, but there are a few that are almost always in use (critical hits, luck points, wizards getting more spells).