Alternative Thief Skills
I know it's been done to death but I hate percentile skills so here's the thief skill variant that I use. Apologies to the person I lifted it from but I'm sure it's not original.
It is, however, dead simple: at first level all but one thief skill is successful on a throw of 1 or 2 on one six-sided die. The player chooses one special skill for his character and that succeeds on a 1, 2 or 3.
Each time the thief gains a level, the player increases the success range of one skill by one point. One caveat, the character must have at least 2 skills rated at just one point lower than his or her highest skill level.
If a thief is in danger of becoming so skilled that success seems assured there are a few options.
1. Success is assured. When the character has perfected a skill (to the point where it's successful on a throw of 1 to 6), a die throw is no longer required, success is automatic. In theory this is the option I would use but I haven't had to yet. Your thief will be level 4 before he has a singe skill rated at 1 - 4 if the player chooses to specialise.
2. Capped skills. The maximum success range any skill can have is 1, 2, 3, 4 or 5. A throw of 6 always fails.
3. Fate conspires against even the mightiest. With a skill range of 1 to 6, the player throws two dice and is successful as long as double sixes don't come along.
I allow thieves to buy thieves' tools for 25 gold pieces. Tools may be used 3 times before their supplies are exhausted. Each use adds 1 to the success range of any one skill. So aside from lock picks, tools include black face paint (hiding); crampons (climbing); tiny listening trumpet (hear noise) and so on.
Thanks
Mike
Interesting. I have a player using Dyson Logos 2d6 skills: https://rpgcharacters.wordpress.com/2009/08/01/d6-and-2d6-thiefin-for-basic-dungeons-dragons/ The alternates work well, in my experience.
ReplyDeleteI do like the Dyson rules too.
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