Listening to the Pomps' "World Full of Traps"
this past weekend eased me into thinking about how a Rogue should be set up in this fantasy heartbreaker I'm currently dedicating my heart and soul to (eh, more or less). This is, of course, the
skill class...the one that became an Expert in the True20 system and a Specialist in
Lamentations of the Flame Princess. So I have to really start working out the answer to two big questions if I'm going to make any progress:
1. Do I want a general "skill user" class, or one that maintains the old school Thief flavor?
...and probably more importantly...
2. How the heck are skills even gonna work in this game?
For the first...as I noted on Saturday, I really think I want to go with a Thief in both style and name. I like the idea of the class having an explicit connection to previous editions of D&D. Calling it The Thief will certainly do that, as will giving it some of the classic Thief/Rogue abilities...the climbing and the listening and the backstabbing and the Thieves' Canting. I'm fine with having some sort of Expert class as well...and in fact, that almost seems like it will eventually become a necessity. BUT...I don't think it makes sense to have a character that's an expert in...well, pretty much any random skills that aren't related to thievery...and then carry on with, "Oh, yeah, and they're good at sneaking around and killing people from behind. Just because."
So, for now at least, a Thief it is...
That second question is one that's surely going to take more actual play to determine if I'm moving in the right direction or not. This whole Monstrous Heartbreaker is essentially 5e-based, with some quirks in how the modifiers are derived from ability scores -- and in how proficiency is treated -- that will hopefully make it suitable for older editions of D&D as well. Fifth Edition has an interesting approach to skills in that most of them are REALLY broad...like they almost occupy a space in between the broad application of an ability score and the more specific skills that would be used in something like D6 Star Wars.
I want to build on that and also snag the approach that 5e takes with Tool proficiency...although classifying those proficiencies specifically as "Tools" has always felt a little too limiting for me. I think the term should be open-ended enough that anything you want to work into a character concept is feasible. I've been going with the word Talents for now (the name for skills in D6 Star Wars' predecessor, WEG's Ghostbusters). Having recently realized that Tales of the Valiant uses the term Talent for an aspect of its rules, I may need to rethink that...but there really don't seem to be a lot of great options as synonyms. I mean, I don't know, I've never had much of a knack for words. You might say I lack prowess with vocabulary, so obviously I keep consulting a thesaurus to compensate for my lack of aptitude in this area. But maybe something will come to me.
Oh! Two other important things to note: (1) As in 5e, Expertise will denote a higher level of capability in a skill, and (2) The rules are going to be very clear in how to handle situations where both a broad Skill and a Talent (or whatever) apply. This seems like it is bound to happen a lot, and it's another spot where 5e has just never felt quite right to me.
So, anyway, here's what I've got so far...
----------
The Thief
 |
Art by David A. Trampier from the 1e Player's Handbook |
Hit Die: d8
Proficiencies
Armor: Light armor
Weapons: Simple weapons, swords, hand crossbows
Saving Throws: Dexterity, Charisma
Skills: Acrobatics, Athletics, Perception, Sleight of Hand, Stealth
Talents: Climbing, Lockpicking
To represent your experience up until Level 1, choose one additional Skill and one additional Talent; you gain those proficiencies.
Equipment
Begin with a set of campaign-appropriate equipment (per DM). This should definitely include what are usually known as “thieves’ tools,” which include lockpicks and instruments used to disable traps.
Thieves’ Cant
At Level 1, you are able to read, write, and speak in the heavily coded jargon known as Thieves’ Cant.
Backstab
Beginning at 1st level, you are exceptionally good at harming an unsuspecting foe. When you make an attack at an enemy’s back, and the target is is unprepared to be attacked from behind, you get a +1 Class Bonus to the attack roll and a +1d6 Class Bonus to any damage dealt. These bonuses go up to +3 / +2d6 at Level 3 and +5 / +3d6 at Level 5.
And do you really consider yourself a thief...?
At Level 2, you determine which of the many capabilities of the Thief you will take on as your specialty. This decision will file you into one of the following less-broad categories within the broad Thief class. However…I mean, hey, being called a Thief doesn’t even mean you’re actually a thief (just that you’re good at thief things), so being called one of these doesn’t define you as a character, either. (Unless you want it to...)
• Assassin – You gain proficiency with the Talent Poisons and an extra 10% chance of achieving a critical hit. (For example, if a weapon normally provides a critical hit on a 20 only, you score one on an 18-20 instead.)
• Burglar – You gain proficiency in Investigation; you also gain expertise in Stealth and the Talents Climbing and Lockpicking.
• Cutpurse – You gain proficiency in Deception and the Talent Picking Pockets; you also gain expertise in Sleight of Hand and Stealth.
• Scam Artist – You gain proficiency in Deception, Intimidation, Performance, and Persuasion
• Scout – You gain proficiency in Survival and the Talent Finding/Disarming Traps; you also gain expertise in Athletics and Perception.
Move Like Lightning
Starting at 3rd level, whenever you make a Dexterity saving throw, you only fail on a roll of natural 1.
Ability Score Increase
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Only the first of these can be used to Backstab, as you will no longer have the element of surprise with your second attack.
----------
No comments:
Post a Comment