Thursday 29 March 2018

The Problem with Thieves



There is a lot that really helps to Nerf the Basic D&D Thief. Thieves are as weak and fragile as Magic Users and are slow to develop any real proficiency in Thieving. A 6th Level Thief will fail the majority of skill rolls. What makes it worse, is that other classes can often have Thief-like abilities.

A 1st level Dwarf can find traps more easily than a 5th level Thief (35% vs 30%).
A 1st level Halfling can hide in a dungeon better than a 5th level Thief (32% vs 30%) or in the woods better than a 11th level thief (90% vs 85%).
A 4th Level Cleric with a Find Traps spell can discover traps more reliably than a 14th Level Thief (100% vs 99%).
A 3rd level Magic User with a Knock spell is more skilled  in opening locks than a 14th Thief (100% vs 99%).

In my experience, it is very difficult to keep a Thief alive. This often results in the Thief cowering at the back of the party, with the Magic User. When a Thief is low level, a 2-16 sword back stab damage is significant. A back stab has the potential to one shot an average opponent. It is extremely important to the party's survival that a Thief back stabs. However, as the Thief levels and is now fighting Giants, the Thief's back stab becomes not as valuable. Back stab damage does not scale in Basic D&D.

The following Thief is a modification of Kutalik's Thief which is based on the LotFP "Thief" Specialist which, in turn, is based on the AD&D (2e) Thief.

Modified Thief


The Thief uses d6 Hit Dice for hit points. When attacking while hidden by Stealth, a 1st level Thief may backstab at +4 to hit and double damage. Triple damage at 5-8 level, quadruple at levels 9-12, and quintuple at levels 13 or above. (AD&D PHB p27)

 All Thief skill rolls are made on a d6. A skill check is successful if it is at or lower than the skill roll. At each new level past first, the thief can distribute points to a skill as they choose. A skill may be not go higher than 6. The GM should decrease or increase the chance of success for easier or more difficult tasks. Skill descriptions are the same as btb with the exception of Stealth which covers both Hide in Shadows and Move Silently. At level 9, the Thief can also begin to use Magic User scrolls. (Kutlaik)

If a Thief has a skill with a rating of 6 in 6, the roll to succeed is made with two dice, and only if both dice come up 6 does the attempt fail. (LotFP p17)

Base Thief Skills
Climb Walls: 4
Pick Pockets/Slight of Hand: 1
Find/Remove Traps: 1
Find Secret Door/Hidden Object: 1
Locks: 1
Hear Noise: 2
Stealth: 1
Read Codes/Maps/Cyphers: 0
Read Magic Scrolls (at Level 9): 3
Disguise: 0 (General. Not a specific person.)

Exp
Level
Hit Dice (1d6)
Bonus Skill Levels
0
1
1
0
1250
2
2
2
2500
3
3
2
5000
4
4
2
10000
5
5
2
20000
6
6
2
40000
7
7
2
80000
8
8
2
160000
9
9
2
280000
10
10
2
400000
11
+1 hp
1
520000
12
+2 hp
1
640000
13
+3 hp
1
760000
14
+4 hp
1
880000
15
+5 hp
1
1000000
16
+6 hp
1
1120000
17
+7 hp
1
1240000
18
+8 hp
1
1360000
19
+9 hp
1
1480000
20
+10 hp
1