Jeff Easley's BECMI Thief |
Roguish Background
One way to handle this dilemma is not through a separate
class at all, but through backgrounds. In this method you stick to the three
core classes from the original rules and allow players to pick (or roll
randomly) a background. Backgrounds like Burglar, Mountebank, Rogue, Spy, or
Scout paired with one of the three core classes could create a viable
thief-type character. Each of these backgrounds would give you a +1 to an “x in
6” chance roll based on relevant activities.
Using a variety of backgrounds like this would give
players a way to differentiate one thievish character from another, in both
tone and actual mechanics. Perhaps a Mountebank wouldn’t get a +1 to removing
traps, but they might get a +1 to reaction rolls when attempting to deceive
someone, something a Burglar might not get. A Spy might get a +1 to disguising
themselves. Maybe a Burglar gets a +1 to climb sheer walls where a Scout
wouldn’t. The Scout might be good at tracking in a way the other backgrounds
are not.
Each background would color the character differently
depending on which class they were. Fighting-men with a Burglar background
could be Conan. Magic-users with a background as a Mountebank, might use a
slight of hand to slip a sleeping or polymorph potion into someone’s drink, or
blur the line between street-magic legerdemain and real illusions. Clerics with
a Spy background might be part of an Inquisition-like secret society or
Internal Affairs-type cabal within a church, keeping tabs of the corruption of
the clergy. Mechanically, any +1 given as part of that background could
increase by one at the different class level tiers (Fighting-man in groups of three,
Clerics in groups of four, Magic-users in groups of five) at the referee’s
discretion.
What I like about this kind of angle as a solution is
that it’s very loose and up to the interpretation of the referee. The ref could
award the PC with these kinds of backgrounds a bonus to experience for a high
Dexterity score in addition to, or in lieu of an average prime-requisite. The
ref could give a +1 for any thievish “x in 6” skill rolls. Better yet, the ref
could call that certain rolls aren’t required in many cases if the player can
describe how they search for traps, hide in the shadows, etc.
Revised Greyhawk Thief
One issue with handling the Thief through a background is
that it still leaves out a certain character archetype. A Fighting-man with a
burglar background might produce a Conan, but it still feels like a fighter
first, and a thief second. It doesn’t quite get you a Gray Mouser or a Silk.
Gray Mouser is pretty well-known to most fantasy fans, but David Eddings’
character, Silk, will always be the quintessential Thief for me. Silk may be
good with his daggers, but he’s first and foremost a charming spy, acrobat,
master of disguise, assassin, as well as a burglar/lockpick/pick-pocket.
Calling Silk a Fighter seems just wrong. The Gray Mouser may have been a former
wizard’s apprentice but calling him a Magic-user or a Fighter feels inaccurate.
Enter the Greyhawk Thief. The GH Thief entered the game
in 1975 and (more or less) remained the same throughout the run of the Basic
game into the 90s. A few of the main gripes with this class is that it
introduced a new percentile sub-system of skills to the game, it started off
being lousy at things it was supposed to be a specialist at, and its early
lousiness meant that other classes were even worse at stealthy activities they
previously were competent at. While they advanced quickly, the low hit points
and poor skills made the first few levels a grind. Many of the skills start at
a base chance of 10 – 15% chance. This is lower than the 1-in-6 (16.667%) or
2-in-6 (33.333%) chance most things in the LBBs were given. The 1e AD&D
Thief got a little better skill increase, but not much. The Greyhawk Thief also
gains some level-specific abilities like reading languages, treasure maps, and
magic scrolls which are cool, but again, it’s too little, too late.
In recent years I’ve seen some good alternatives to the
classic Thief that are much closer to what I think is reasonable. Charlie
Mason’s White Box FMAG has a very good version that uses the “x-in-6” mechanic
under a broad, generic skill of “Thievery.” I like this because it allows for
referee interpretation of whether an activity falls under that heading.
Charlie’s Thief advances in ability in groups of 3 starting with 2-in-6, then
3-in-6, and so on. This means that the Thief starts with a base chance of 33.333%
which is in line with demi-human abilities from the LBBs. It also hews to that
“x-in-6” system for some skilled activity. It also leaves room for the other
classes to at least have a 1-in-6 chance to sneak or remove a trap which –
although difficult – is a better chance than the level-1 Greyhawk Thief.
A few other versions I think are pretty good are Delving
Deeper’s V.5 version and LotFP’s Specialist class both of which use an “x-in-6”
mechanic as well. The LotFP version allows for some customization, including
some undefined skills the player and GM may agree upon outside of what’s
listed. Delving Deeper keeps the Greyhawk Thief’s level-abilities (like reading
languages and magic) but gives it the weakest of hit dice progression of the
game (though because they level faster are perhaps on par with Magic-users). Swords
& Wizardry Continual Light is also decent, however, like Delving Deeper,
the thieving abilities are maybe a little too good right out of the gate for me.
None of these versions are quite what I’m looking for,
partially due to how all those versions deal with the Thief’s combat
advancement. White Box FMAG has Thieves increasing their to-hit roll along with
the Cleric in not-quite groups of 3 (as opposed to groups of 4 from Greyhawk).
Delving Deeper lumps Thieves combat in with Magic-users in “smoothed” groups of
4 (as opposed to groups of 5 from Greyhawk). LotFP’s Specialist never increases
their combat ability, which makes for a greater distinction between the classes
but doesn’t have the feel I’m looking for. In order to find the Thief I want I
return to Greyhawk.
My revised Greyhawk Thief would use the combat charts of
the cleric (in groups of 4, per Greyhawk), saves and hit die of magic-users (in
groups of 5, per Greyhawk), and mix in FMAG’s Thievery skill advancement mirroring
the Fighting-man’s combat advancement (in groups of 3). I think I would use the
XP advancement in Greyhawk and the hit dice advancement of Magic-users from Men
& Magic. This way the Thief’s hit dice would advance faster than the
Magic-user, but not quite as fast as the Cleric. The Thief’s attack ability
would actually increase a little faster than the Cleric, but lacking their defensive
advantage of heavier armor and shields, the Thief’s attacks would still most
likely come as ranged attacks or backstabs (which I would run as-is from
Greyhawk). I would give Thieves the Fighter’s use of high Dexterity to lower
their Armor Class that was ushered in with Greyhawk as well as the reading
languages and magic ability at higher levels.
Depending on how this works in actual play, I could tweak
this setup by adjusting the XP amounts to be the same as Cleric perhaps, or by
going with the Greyhawk d4 hit die, but otherwise, I think this is pretty close
to what I’m looking for. I’ve kept things in the non-smoothed out advancement
below, but I may find I prefer something a little more gradual. We’ll have to
see. There are still other things to work out in terms of how much of the other
supplements I’d like to bring in, but this is a good start. I also have a whole
host of house rules I want to use particularly related to 1st level
character creation, but that’s maybe for another day.
Advancement in Experience, Hit Dice, and Thief Abilities
Level
|
XP
|
Title
|
Hit Dice
|
Thievery
|
1
|
1,200
|
Apprentice
|
1d6
|
2 in 6
|
2
|
2,400
|
Footpad
|
1d6 + 1
|
2 in 6
|
3
|
4,800
|
Robber
|
2d6
|
2 in 6
|
4
|
9,600
|
Burglar
|
2d6 + 1
|
3 in 6
|
5
|
20,000
|
Cutpurse
|
3d6
|
3 in 6
|
6
|
40,000
|
Sharper
|
3d6 + 1
|
3 in 6
|
7
|
60,000
|
Pilferer
|
4d6
|
4 in 6
|
8
|
90,000
|
Master Pilferer
|
5d6
|
4 in 6
|
9
|
125,000
|
Thief
|
6d6 + 1
|
4 in 6
|
10
|
250,000
|
Master Thief
|
7d6
|
5 in 6
|
11
|
375,000
|
Master Thief, 11th
Level
|
8d6 + 1
|
5 in 6
|
12
|
400,000
|
Master Thief, 12th
Level
|
8d6 + 2
|
5 in 6
|
13
|
525,000
|
Master Thief, 13th
Level
|
8d6 + 3
|
6 in 6
|
14
|
650,000
|
Master Thief, 14th
Level
|
8d6 + 4
|
6 in 6
|
Combat Table (Cleric/Thief):
Level
|
AC 9
|
AC 8
|
AC 7
|
AC 6
|
AC 5
|
AC 4
|
AC 3
|
AC 2
|
1-4
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
5-8
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
9-12
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13-16
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
17-20
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
Saving Throws (Magic-user/Thief):
Level
|
Death/Poison
|
Wands
|
Turn to Stone
|
Dragon Breath
|
Spells
|
1-5
|
13
|
14
|
13
|
16
|
15
|
6-10
|
11
|
12
|
11
|
14
|
12
|
11-15
|
8
|
9
|
8
|
11
|
8
|
16-20
|
5
|
6
|
5
|
8
|
3
|
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the
Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the
copyright and/or trademark owners who have contributed Open Game Content;
(b)"Derivative Material" means copyrighted material including
derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work may be recast,
transformed or adapted; (c) "Distribute" means to reproduce, license,
rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)"Open Game Content" means the game mechanic and
includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the
prior art and any additional content clearly identified as Open Game Content by
the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically
excludes Product Identity. (e) "Product Identity" means product and
product line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically excludes the Open
Game Content; (f) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to identify itself or its
products or the associated products contributed to the Open Game License by the
Contributor (g) "Use", "Used" or "Using" means to
use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open Game Content may only
be Used under and in terms of this License. You must affix such a notice to any
Open Game Content that you Use. No terms may be added to or subtracted from
this License except as described by the License itself. No other terms or
conditions may be applied to any Open Game Content distributed using this
License.
3.Offer and Acceptance: By Using the Open Game Content
You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing
to use this License, the Contributors grant You a perpetual, worldwide,
royalty-free, non-exclusive license with the exact terms of this License to
Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to
grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or
distributing, and You must add the title, the copyright date, and the copyright
holder's name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
7. Use of Product Identity: You agree not to Use any
Product Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark in conjunction with
a work containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered Trademark.
The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product
Identity used in Open Game Content shall retain all rights, title and interest
in and to that Product Identity.
8. Identification: If you distribute Open Game Content
You must clearly indicate which portions of the work that you are distributing
are Open Game Content.
9. Updating the License: Wizards or its designated Agents
may publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this
License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or
advertise the Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to
comply with any of the terms of this License with respect to some or all of the
Open Game Content due to statute, judicial order, or governmental regulation
then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate
automatically if You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All sublicenses shall
survive the termination of this License.
14. Reformation: If any provision of this License is held
to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the
Coast, Inc. System Reference Document
Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce
R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
material by E. Gary Gygax and Dave Arneson.
White Box: Fantastic Medieval Adventure Game, Copyright
2016, Charles Mason
END OF LICENSE