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34

Naetuir is right – Bard is exactly what you're looking for here, even to the point of being a bit of a joke. Using "Fighter: melee dps Wizard: buffing Thief: skills" as the main set of requirements, lets see what we can do to build a straightclass Bard Elan, as compared to his needlessly complicated twin brother Nale. (Who's a wizard, not a sorcerer, as per ...


13

New classes, new rules and such are not, in my opinion,the answer to this conundrum, and rarely are they the best answer to anything. Simple role-playing and DM adjudication based on common sense, however, are. Let's say your would-be con man is intent on deceiving the local constabulary into believing that, yes, indeed, this is his very own ...


12

The basic gist is that my buddies are going to kill or beat the crap out of your buddies with the minimum amount of attention from the authorities. This continues until you submit or die. And if you are the leader likely you will die no matter what and your flunkies will be run by a new lieutenant appointed by me. There is a lot more stupidity going on ...


12

The reading of B/X leaves it open. In the period when it was for sale I can't remember a group that allowed a thief to roll twice. This is problematic at low levels because first and second level thieves have a lower probability of finding a trap than non-thieves. A 1 in 6 chance is 16.67% while first and second level thieves have a 10% and 15% chance ...


10

Your example sans thief is answered on page 34: “Not all mythoi are opposed to the shedding of blood. Indeed, some require their priests to use swords, spears, or other specific weapons. A war deity might allow his priests to fight with spears or swords.” It then gives a list of suggested deities (by “mythoi”, by which they mean things like “death”, “hunt” ...


9

6 is the minimum for all classes except the fighter, which can have 3-5 as well. The Thief needs a 9 or better in dexterity & 6 or better in all other attributes, save for wisdom, which can be as low as 3.


8

I agree with one of the other responses- Multiclassing that much usually results in a suboptimal build. It's not going to come out as clean as you might like for it to. In one way or another. Particularly since you've got two medium base attack bonus classes, and only one class worth magic progression. That said, I have to say it: As far as a base classes ...


8

The phrase is "light (leather) armor" (ph27). Thus for reasons of both weight and potential noise (stud hitting whatever, frex), only plain Leather is permitted btb. Personally I permit studded as long as the character's actions do not involve the weight or noise factors, i.e. intermittently (overland trips etc). That's not btb but the boss did the same. ;> ...


8

Rather than get into the other argument above: AD&D is awesome for a con-man type thief type game. The mechanic you'll want to look at closely is the one about getting XP for gold. Everything else is a matter of technique: the Dm will have to be sharp about creating situations and the player will have to be sharp about the things he or she is planning ...


7

In AD&D, they explicitly didn't have a skill system besides those limited thief percentages, so conning was a role-playing exercise. As thieves were not much good for combat, they became underhanded by necessity, and interaction checks were done using CHA ability checks. You can look to add in Diplomacy and Bluff skills from 3.0 but they don't add ...


6

I recommend rolling up a 9th to 12th level thief and using the high level adventuring party chart in the Dungeon Master Guide to equip him. Remember that he part of hierarchy and that he survived X years and Y adventures to get to that position. If he been established for any amount of time there going to be a little society of thieves with a hierarchy. ...


6

First I'll direct you here. It's a great article on thieves and what's important to them. Halfling Crossbow Thief Here's my first take on a ranged rogue for your Halfling. I ignored the short sword and went with dual hand crossbows. You don't want to try to focus on melee and ranged at the same time, choose one and stick with it. Both are viable, I just ...


5

Page 33 of the PHB states Cleric combinations (with fighter types) may use edged weapons. But later on it states Cleric/Magic-user: This combination gives the character a great variety and selection of spells, as well as the use of armor and more weapons. Hit points are somewhat better than those of the magic-user class alone. ...


5

No, there's no minimum Int value for a thief. The lack of other mechanics in AD&D1 leaves a lot that is later moved to proficiencies (and in 3.x, skills) to simple attribute checks, and so one could reasonably expect a 1E DM to call for lots of Int Rolls to do various theifly things, like case a joint, spot the watch, etc. Despite all that, no minimum ...


5

From page 19 Dungeon Masters Guide: Back Stabbing: Opponents aware of the thief will be able to negate the attack form. Certain creatures (otyughs, slimes, molds, etc.) either negate surprise or have no definable "back", thus negating this ability. In your example, after the first attack the Ogre is aware of the thief even though he is ...


5

All you really need is a player willing to roleplay and a DM willing to take the game wherever it may go! In a pinch, as a DM I might have a roll vs Charisma in certain cases. But the entire point of a RPG like AD&D is creative interactions just like this. I would also take a look at the Complete Thief's Handbook for 2E AD&D. It contains some ...


5

AD&D is a terrible system for this kind of play. This isn't the appropriate question to get into what games would be better (I recommend a new, follow-up question). As written, most versions of D&D are combat-oriented games. They're geared for high action, preferably in a dungeon or similar environment. I'm not saying you can't do other things--it's ...


5

The advice I give in this circumstance, and the method I use, is to allow level 1 and level 2 thieves to use the default 1-in-6 for detect, and the 10% or 15% for removal only. The thing is, Moldvay's rules are pretty requisite on application of common sense. And common sense is that rolling to detect should be a single try, succeed or fail, so use the ...


4

I don't know if you're set on using 1st Edition, but some of the skills for the Bard class in 3/3.5 would lend themselves much more effectively to this idea.


3

No Essentials classes have different build characteristics than "original" classes. Specifically, very few of them follow the at-will/encounter/daily/utility model of earlier classes. If you play a thief, you get exactly what the essentials book tells you and no more. Look at How are some Essentials classes non AEDU classes? for more details. To amplify ...


3

My suggestion would be a Beguiler, from Player's Handbook II in 3.5e. This is a class that's made to be a sorcerer/rogue as-a-base-class, in the same way that Pathfinder's Magus fills that role for wizard/fighter. It has good skill points and a broad selection of buffs and debuffs, and you can easily dip into other classes like Warblade (Tome of Battle) or ...


3

Let's start with some definitions. Object Projection: At-Will Psionic, Teleportation Minor Action Personal Effect: You teleport an object you are holding in one hand to an unoccupied square within 10 squares of you or to a willing creature within 10 squares of you. Object Projection is part of the "wild talent" power group. I'm going ...


3

There are Clerics who may shed blood. There are examples given in the PHB of clerics from specific mythoi, and the different weapons they can use. One example is a follower of a god of the hunt, and this Cleric can use, for example, spears, bows and javelins. A cleric of the god of the sea can use a trident. The list is about 8-10 examples long, as far as I ...


3

The thief can backstab only once in that situation, unless there's something else going on. In the DMG, p. 19, there begins a for-the-DM discussion of the abilities of a thief. Under Back Stabbing it says: Opponents aware of the thief will be able to negate the attack form. Certain creatures (otyughs, slimes, molds, etc.) either negate surprise or have ...


3

There are two sides to the issue: playability and verisimilitude. In my experience, if you have a thief in the game they'll search every door for traps. It slows the game down. You might forestall this my not putting traps in the game, but then you nerf the thief by not letting him use a core ability. So you put traps in so the thief will have something to ...


2

Every fire needs a spark to start it. Have a slight (real or imagined) start the plot-line. Maybe the old and established Thieves Guild does not get the contract to steal the widget. Maybe the Upstarts decide to prove their skills by stealing the flag off of the roof of the thieves guild. At each step of the way, there's going to be many opportunities to ...


2

I'm going with the "combat" tag for this answer. Backstab is not just attacking from behind (or from a vantage point). It's waiting for the exact moment for the strike that should kill. It's the melee version of sniping. This means the victim should not be aware of the assassin (for this is, semantically, an assassination attempt). The moment you know ...


2

I think 2nd e introduced optional penalties when using heavier armour - penalties to skills and/or removal of certain skills from the available list. I liked that - the change recognizes that rogues can oftentimes see as much combat as warriors, a significant subset of their skills can realistically function with heavier armour on, and often enough rogues ...


2

Found it: It's in the race section on half orcs (the only race who can play Cleric Thieves). In the case of Half-Orcs "When playing multi-class characters, the half-orc must abide by the restrictions of the least favourable class with regard to armour only." (PHB p.16) So you can't wear chainmail but can carry a sword.


1

Depends on how you want to handle it, if you look at what leather armour and studded leather armour actually were, they should be reversed, with studded leather at AC 8 and leather at AC 7, with studded leather offering no penalties to thieving skills. Course that ammounts to not wearing studded leather, since it's really just the AC 7 armour.



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