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 ...
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.)
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 ...
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)
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 ...
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 ...
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 ...
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 ...
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 you ...
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 ...
you ignore all class, race and level requirements on the use of magic items
using your spell attack bonus
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.
The following items from the DMG are included and useful:
Instruments of the Bards
Moonblades, but only if you are neutral good
Robe of the Archmagi (but only if its alignment matches) (15+Dex AC and bonuses against spells)
Rod of Resurrection
11 different kinds of staves
Tome of the Stilled Tongue (bonus action ...
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 ...
As mentioned by Krzysztof Skibiński, a spell book is not a magic item. The Thief Rogue's sub-class ability Use Magic Device allows your rogue to use a magic item that they normally would not be allowed to use.
For instance, a Rod of Resurrection (DMG, p. 197) normally only requires attunement by a Cleric, Druid, or Paladin to be used. This ability would ...
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 ...
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 ...
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 ...
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 ...
Wizard's Spellbook is not a magic item. It's their Spellcasting class feature that allows them to prepare spells from their (and only their) book, which they can later cast.
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. (...)
Preparing and Casting Spells
Everywhere that it says "the poison you choose", it means, the one that you choose when you take the move. From a very literal reading, you could say that each time this phrase occurs it's a separate choice, but I would not interpret it that way. (It would be clearer if they simply said "that poison", to obviously refer back to the first "choose as poison"....
You seem to have the following goals:
plausible profit potential
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, ...
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 ...
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.
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)
You're thinking of "Brewer".
When you have time to gather materials and a safe place to brew you can create three doses of any one poison you've used before.
-- "The Thief", via the Github.
If you were meant to be able to create three doses of any poison from the start, this move would be useless to you. So it should be interpreted that ...
The spice pouch requires an action, so it doesn't work with Fast Hands
The description of Heward's handy spice pouch says:
While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning [...]
— Xanathar's Guide to Everything, p. 137
That action is a special action option given by the magic item (...
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” ...
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 10 ...
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 ...
You can use Fast Hands to equip a shield.
In the Player's Handbook, on page 193, the Use an Object action says:
When an object requires your action for its use, you take the Use an Object action.
A shield is an object, and donning or doffing a shield requires an action, so it seems to fall under Use an Object, just like any other object use that requires ...