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52

In terms of dealing lethal damage, a dagger is strictly inferior to a short sword--to a user proficient in both. Daggers, however, have all the benefits in-game that they enjoy in real life: they are smaller and easier to conceal, lighter, throwable, cheaper, and a little easier to use. (Cf. wizards who, as a class, can use daggers but not short swords.) I ...


43

The Rogue, a bowdlerized Thief, was always an Adventurer / Treasure Hunter For a swords and sorcery genre fictional, or legendary root, you could look at the Grey Mouser (from Fritz Lieber's fiction), Cugel the Clever (Jack Vance), the Thief of Baghdad, or Ali Baba. Thieves guilds became a permanent feature of the game once the class was introduced. If ...


40

From logic, one would arrive at: "Climbing for a thief no longer costs the thief extra movement," "Climbing for a centaur costs 4 extra feet," "4 extra feet is extra movement," (implied from "instead of the normal 1 extra foot") (2&3) "Climbing for a centaur costs extra movement" C. (1&4) "Climbing for a centaur thief would not cost any extra ...


38

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 ...


35

You cannot activate magic items with Fast Hands The section on activating magic items specifically calls out this case: If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item. (DMG 141)


34

Tactical analysis Rules-wise, there is no inherent benefit in choosing dual daggers over dual shortswords, apart from the usually negligible differences in monetary cost and weight and the thrown property you mentioned. However, an enchanted dagger is usually better than a mundane shortsword, so it is possible for a determined dagger user to keep up if they ...


34

The way to reconcile these, IMHO, is to realise that the Thief ability is written assuming that the character is an ordinary humanoid biped. They would pay one extra foot of movement for each foot of climbing, and the ability removes that penalty. So you could plausibly claim that a centaur Thief with Second-Story Work pays three extra feet of movement for ...


33

A 7–9 on Tricks of the Trade is a game of “Would You Rather?”, with the GM asking the question. “[T]he GM will offer you two options between [three options]” means that the GM will be selecting two, and then offering them to you as options, so the end result is the Thief choosing one (but the GM having input too). But it's more than simply a way for two ...


32

Objective Facts You already found the writer-provided option for disarming - the Disarm option in the DMG. It is an Attack, not Use An Object; they're two different kinds of actions. The uses of Fast Hands is fairly well laid out - locks, traps, and Use an Object. The types of things Sleight of Hand is meant to apply to is fairly well defined: Whenever ...


30

In general, the spell attack bonus and save DCs of a Thief with Use Magic Device is given by the following rule (DMG, page 141): If you don't have a spellcasting ability - perhaps you're a rogue with the Use Magic Device feature - your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply. However, in the specific case ...


22

you ignore all class, race and level requirements on the use of magic items and using your spell attack bonus From p.207 Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. ...


21

The description of the Use an Object action says: When an object requires your action for its use, you take the Use an Object action. So any nonmagical item that specifically requires an action can be used with the Use an Object action. More specifically, everything on your list, with the exception of potions as you noted, can be used with the Use an ...


20

For a rogue, the benefit of any two-weapon style as opposed to a rapier is being able to trade their bonus action for a second chance at making contact, to activate that big sneak attack. You hit with the first strike, that's great, you have a bonus action to use with Cunning Action. You miss, you have the option of making a second attack roll instead. Most ...


17

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 ...


15

You can use disengage to do this, but disengage provides no movement on its own. You have to use your movement, it just prevents opportunity attacks. See the definition: If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn. (Players Basic p72). This lets the rogue move right through enemy lines with ...


14

There are two different trap mechanics presented in Moldvay's Basic D&D rules, the general one that uses 1d6, and the thieves' ability that uses d%. The reason for this, although it is far from obvious, is that the game distinguishes between two different types of traps. What Moldvay knew (but mostly failed to communicate) was that exactly one mechanic ...


14

You are correct from a straight damage perspective, the only thing daggers offer over short swords is the ability to be thrown. Other things to consider with daggers, though, is that they are easier to conceal, cheaper, and much more thematic for a "thief." The difference between a d6 and a d4 is only 1 damage on average (2.5 average damage for a d4, 3.5 ...


11

You seem to have the following goals: quick resolution plausible profit potential meaningful risk sandbox-friendly non-leveled I submit that these goals are mutually exclusive, as a set. The biggest problem is the quick resolution goal vs. the meaningful risk goal: in the failure state of the theft attempt, meaningful risk (eg., a chase scene, jail time, ...


11

On initial reading, I thought it meant that the player picks 2 of the 3, and they take effect. But if that was the case, why say "the GM will offer you two options"? Why not just say "Choose two of the following", as is consistent with the wording of the rest of the Moves? So, that is unlikely to be the intended meaning. Another possible reading is, the GM ...


11

The problem isn't the fact that you're not playing "real 4e" meaning Essentials. The problem is that it's not clearly spelled out how these folks are getting rapier proficiency on their Rogues. You won't find this in HOTFL or the PHB1. Neither Scoundrels (the PHB1 rogue) nor Thieves get access to Rapier in their base class, you need to find another way. ...


11

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.


11

It's a real challenge to find base classes other than rogue which have the Open Lock skill in particular, and don't have spells. Nevertheless, a perusal of the Character Class Index reveals two strong candidates for your needs: Ninja (Complete Adventurer) A class similar to rogue, but with monk-like abilities. Wilderness Rogue (Unearthed Arcana) This ...


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

One By my reading, the DM offers the thief two options to pick from, implying the thief picks one of those two. The DM is restricted to picking two of the three listed options to offer to the thief. If you were to read it as the DM slapping the thief with two of the three, then the slapping would have to correspond to the DM's verb "offer", which seems ...


9

A drawback is not an advantage. You should not profit simply for being a kleptomaniac. You are looking at things different from the developer's intent. If it was simple to obtain 10 gp a day, it wouldnt be a drawback. And if the intent was to be a minor incovenience, it would be a small sum, like 1 gp, instead of an unrealistic value (for commoneers) like ...


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

You can always pick any option you want. It's the GM's job to make them make sense together, by arranging the circumstances believably around them. (Although, as part of the GM's job, they might throw that question back to you using a GM move to make explaining it your job. Either way, it will get explained.) But, essentially, what choosing “You don’t get ...


8

Bonus Action is irrelevant You can't use Sleight of Hand skill to disarm an opponent at all, since Sleight of Hand is about picking an item unnoticed (that's why you roll it versus Perception), not about forcefully taking an item from someone's hands. The question is very interesting thought, because normally players don't announce skills. In 5e players ...


7

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 ...


7

Only when you would deal damage with Backstab As the wording says "extra" damage it would apply whenever you are already dealing some damage, whether that is the "free" damage option from Backstab or if you successfully rolled DEX and selected the damage dealing option from the list. If you only selected the "Deal 1 damage to their armor" option, then ...


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