Showing posts with label thief. Show all posts
Showing posts with label thief. Show all posts

Sunday, June 8, 2025

G is for Guilds

I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!

G is for Guilds and Guildmasters...the kind that rule over thieves and assassins.

All right this is going to be a short one, because I don't have much to say on the subject. There's a lot of information available on the "guilds" of the middle ages that a person can research...for several hundred years they were a major part of urban life and the economy of Europe, acting something like a combination of cartel and trade union, and wielding power and influence over the population...even though they were beholden to the local rulers for their official charters.

The idea of a "thieves guild" is generally attributed to Fritz Leiber's Fafhrd & Grey Mouser books, but so far as I'm aware, his stories little describe how such a guild would function. A better reference (perhaps) is the short story Rinconete y Cortadillo written by Cervantes in the early 1600s which details the indoctrination of two young n'er do wells into a thieves guild operating within Seville. Cervantes's guild is small and shabby, its thieves ridiculous in their grandiosity and professed piety, but one can see how such a thing might function in a medieval setting (i.e. during the time of European guilds). The guild is more of a "gang," the hideout something of a clubhouse, and every thief contributing what they steal to the guild with spoils being divvied out based on rank, function, and seniority. Cervantes's guild includes not just theft, but card sharping, prostitution, and revenge beatings (acting as hired thugs for civilians who don't wish to dirty their own hands). Monies collected are used to maintain their hideout and for bribes to their various "benefactors:"
"...the procurator who defends us, the constable who warns us, the executioner who has pity on us, and the man who, when one of us is fleeing down the street with a mob at our heels shouting: 'Thief! Thief! Stop him! Stop him!' stands in the middle of the street and tries to stem the flood of followers, saying: 'Leave the wretch alone for his luck is hard enough!'...the sisters of charity, who by the sweat of their brow help us as well in court as in jail, and the lawyer; for if he be in a good mood, there is no breach of the law which is rated as a crime an no crime which meets much punishment..."
This is not a "tithe 10% to the guild to operate" kind of operation; rather, if you wish to commit crime in the city, you ARE giving your earnings to the guild (all of 'em) and they will take care of you...in many ways Cervantes seems to see such an enterprise much as a monastery or religious institution (the thieves even refer to themselves as "brethren"), doing the work that God has set them to do. 

The number of thieves in Cervantes's guild number about 20 (before the new apprentices join up), with at least one mentioned outsider thief ("The Jew") who's in need of a beating due to not following orders from the guild. Seville, the capital of Andalusia, had an estimated population of 150,000 people in 1600...although this had grown dramatically from about 50,000 just 70 years prior (this population explosion being born of Seville's granted royal monopoly of trade with the Spanish Americas). Cervantes grew up in Seville, his family moving to Madrid in 1566 when the boy was 19. While he returned as an adult (1596-1600), but the Rinconete y Cortadillo novella may well have been written as early as 1590 (when Seville's population was still only 80,000)...his perception when writing the book may well, have been based on his childhood memories.

This matters to me, because I'm interested in how many organized criminals a particular community can support. In my campaign, there is no town of more than 50,000, and only three towns with more than 5,000 (Port Townsend, city of the elves, has less than 4,600). Given Cervantes's figures as rough estimates, only my three largest towns (Seattle, Tacoma, and Spokane) could support anything like a "thieves guild." Which might, by the way, explain why any thief of any degree of skill would seek a life of adventure outside of an urban environment; it would certainly explain all the elven thieves I see running around the setting.

On the other hand, it might be that there are PLENTY of thieves in even moderately sized townships...they just don't fall under the protection/province of any particular "guild" (and, thus, getting caught results in facing the full penalty of the law; another reason for thieves to leave home and adventure elsewhere). 

Suffice is to say that, despite calling themselves "guilds," any such den of thieves is nothing more than a gang operating in a particular territory or area, unsanctioned by the local rulers, and set-up pretty much the same as any hideout built by a 10th level thief (as per the rules in the PHB). All apologies to Leiber, there are no vast networks of organized Mafia types running rackets, just independent operators and their "families" operating outside the law and squabbling with rival gangs that pop up and horn in on their territory.

Now assassins are a different matter: all assassin missions are contractual by nature with set costs based on rank and ability. As such, there must be a wider organization that they operate out of...and, yet, there are far fewer assassins (trained in poison, murder and disguise) than there are thieves. A single "Grandfather" of assassins seems appropriate for a campaign setting of my size, but what about all the 14th level "guildmasters?" The PHB provides specific instructions on assassins guilds, but I'm only inclined to place them in the Big Three (human) cities...which provides good justification for why most demi- and semi-humans in my campaign are limited in the level they may obtain as an assassin. Doesn't really explain orcs, though...unless unlimited orcish advancement is tied to the racial identity of the current Grandfather/Grandmother of Assassins?

Yeah. That sounds about right.

So, rather than multiple guilds there is only ONE "assassins guild" in my campaign, although there are "masters of the guild" (i.e. the 14th level "Guildmaster Assassins") who act as a sort of "section leader" in the major population centers (including Boise, Portlandia, and Vancouver, B.C.), and it is only in these places that contracts can be handed out (and cashed in)...although emissaries from other towns may travel to achieve their services, and independent operators (i.e. the player characters) may be contracted at the standard rates by anyone. 

Unlike the thieves guild, I think that the assassins ARE officially sanctioned by the powers that be. By giving them a measure of autonomy and ability to function, the rulers are able to exert some control over their targets (i.e. preventing them from targeting the rulers themselves). They serve as both a weapon and a means of detente, as the threat of assassination stays every ruler's hand from creating national crises through reciprocal murder vendettas. 

As for the location and identity of the Ruler of All Assassins...well, that remains a mystery at this point. Even to me.

Sunday, June 1, 2025

A is for Alignment

I missed the April A-Z Blog Challenge this year, so I'm doing my own...in June. This year, I will be posting one post per day discussing my AD&D campaign, for the curious. Since 2020, this is the ONLY campaign I run. Enjoy!

A is for Alignment. A funny place to start when it comes to talking about one's campaign but, I think, a necessary precursor to understanding how my world runs.

As with most DMs, I have "modified" the AD&D game rules in a number of ways. Unlike most DMs, these modifications are few in number and generally quite small in the grand scheme of the game; most are designed (in part) to ease speed of play. 

Removing alignment, however, is no small thing.

Still, I've done it, and am quite satisfied with the result. Humans (and human-like elves, dwarves, halflings, etc.) are capable of doing good and evil, acting lawfully and chaotically and are not so simplistic to model as stock characters from a morality play. Actions have consequences; it is important for the Dungeon Master to keep this in mind because (when he/she does so) issues related to "bad behavior" tend to take care of themselves.

But the game...

Well, the D&D game created alignment originally to distinguish the two sides of the (war gaming) table. There were the forces of LAW (i.e. "good") and the forces of CHAOS (i.e. "evil") and then there were "neutrals" who might fight for either side, depending on their whim (this was long before the advent of "True Neutrals" who refused to fight for any side...). 

Over time, these assignations grew muddled in complexity, as LAW ceased to mean "good" but rather "order and organization" while CHAOS ceased to mean "evil" but rather "freedom and wildness." Having multiple factions certainly makes for more interesting gaming (and more asymmetrical war gaming) than just "Side A" versus "Side B," but it hardly models the complexity of life, where actions are determined by degrees of ambition and pride and fear and self-interest and love and joy and...well, all the things. All the stuff; "the usual" (or, just, "the ush") as they say.

But then, how does that work with the cosmology of D&D? How do paladins and assassins get along? Why do we kill orcs and goblins? How the heck are we supposed to know if clerics are being granted their spells?  And what about all those alignment-based spells and magic items?

Here's how I approach these things in my campaign:

With Regard To Monsters (and Character Classes): 

Think of "alignment" as a short-hand for the general attitude/perspective of a class/species from the point of view of a human; D&D is human-centric, after all.  Any creature with a "good" alignment is generally "pro-human" or (rather) "pro-human values;" any creature with an "evil" alignment is "anti-human."  SO, "good" dwarves and elves and halflings like and value humans and treat them in as friendly a manner as humans treat each other. Admittedly, humans have a long history of robbing, raping, and killing each other so this might translate to "not-so-friendly," but it's a good enough starting point and things being equal they're generally willing to work with humans so long as it suits their interest.

"Evil" creatures, on the other hand, have a history of conflict and antagonism with humans and their allies (i.e. creatures that get along with humans or that humans would view as "good"...like dwarves and elves). It doesn't mean they're inherently evil or bad or spawned of Satan (at least, with regard to non-planar creatures) just that...historically...they've been on opposite sides of the battlefield more often than not.

Paladins and rangers (traditionally "good" aligned classes) are characters that champion HUMANS and their allies. As fighters, they are warriors, killers, and destroyers of things that would harm or threaten humans. That is what they are trained to do; although they have different training from each other.

Assassins (traditionally "evil") place no particular value on human life...being trained as professional murderers, a human is only "valuable" insomuch as it affects the fee they charge to end it. Meanwhile, thieves' traditional "non-good" designation aptly describes their cavalier attitude towards other humans' property (being trained in the larcenous arts). 

"Lawful-ness," then, is simply an estimate of whether or not a particular species operates in an ordered and civilized fashion..."civilized" again being from the perspective of humanity. Do they have hierarchy? Bureaucracy? Laws? Most of the humanoid monsters found in the Monster Manual (and, thus, in my campaign world) fall into this category...they are as organized with regard to trade, agriculture, and warfare as any human society.

"Chaotic-ness" on the other hand, is not just the absence of law and order, but an abhorrence of it, and a a wanting to smash the social norms and niceties of (what humans would call) 'polite society.' Bugbears are something OUTSIDE the hierarchy of other goblinoids...a throwback species (like a neanderthal or sasquatch), insane individuals too large to kill that have been driven into exile, or perhaps some ogrish-hybrid...who knows? Ogres are just too big and un-refined to have ever developed anything like a "society;" they are at the top of the food chain and they enjoy being there. Gnolls are something like the beastman marauders found in the Warhammer world...they are as close to a demon-worshipping barbarian horde as anything you'll find in my world. And elves...well, let's just say most humans tend to stay the hell out of elven cities (there's only one), as they're something akin to Moorcock's Melniboneans; they'll get their own post in this series.

As far as classes go only the monk and paladin have a requirement for "Lawful-ness" and this simply indicates that they must follow a strict hierarchy and discipline with regard to their profession. Monks are beholden to their monastic order and must follow its dictates; paladins are the same with regard to their church. Here, the alignment restriction (again...not used in my game!) indicates character classes that are not altogether free from obligation.

And the Neutrals? Well, all the creatures and classes of my campaign are effectively "neutral" when it comes to their actions, self-determination, and self-interest. But with regard to the True Neutral druid, we simply see a sect that is neither concerned with promoting human interest, nor overtly antagonistic to it. For the neutral-leaning bard, the alignment merely describes the free spirit of these drifters.

By the way: any character class can adventure with any other character class in my game.

With Regard To Alignment-Based Magic:

There are only a handful of magic spells in the PHB, mostly clerical in nature, that require alignment to be addressed. Know alignment does not exist as a spell (un-needed). Detect evil detects the presence of unnatural or supernatural presences: the undead, creatures from other planes, and (as noted in the spell description) "evilly cursed magic items" (i.e. magically cursed items specifically designed to do harm). Similarly, dispel evil banishes enchanted and summoned creatures regardless of alignment. Protection from evil is now just circle of protection, a spell that wards out unnatural and supernatural creatures and provides the listed bonus against creatures trying to do harm to the warded character(s).

I should probably note that I long ago stopped using denotations like "protection from good" or "unholy word." To a devil-worshipping cleric, "unholiness" is "holy" and "evil" is "good." While these spells still exist, they do not merit having a reversible version (holy word is always "holy" to the person using it). 

As for magic items of an alignment nature, they generally fall into three categories: items designed to screw with a PC's alignment, items meant to restrict access (benefitting or cursing depending on alignment), and items meant to exert control over its user (like an intelligent sword). In the case of the former (a helm of opposite alignment, for example), they're simply out of the game...it was rare that I would stock such items anyway, even back when I used alignment, as all they ended up doing was giving a player an excuse to engage in unproductive shenanigans OR unfairly stripped the abilities of a PC (paladins, rangers) through no fault of their own.

For magic-swords and other such items (like the Gauntlet in module UK3), I determine what the item's motivations are, and have it exert control in order to obtain those motivations REGARDLESS of alignment. No damage is received from using such an item, unless it's made for a particular type of wielder (a dwarf or a paladin, for example) as is picked up by someone else.

As for magic items that bestow benefits based on alignment...eh, anyone can use it. You want your magic-user to read a libram of ineffable damnation? Have at it...all magic-users gain the benefit (and can likewise benefit from a libram of gainful conjuration, etc.). I want my wizards seeking out forbidden tomes of knowledge, good or evil; that's the stuff of the adventure fiction I grew up reading.

With Regard To Clerics:

Clerics in my campaign still pray for (and receive) magical spells from their deities. They have access to the same spell list, regardless of deity; this list is different from the other spell lists. My long-standing house rule is that they pray for their spells as needed, not in some morning ritual...I've explained this all before

Clerics have tenets of faith and worship that they are expected to practice. Do I bother detailing these? No.

Would it be possible for a cleric to lose their spell powers for failing to follow the dictates of their church/religion/deity? Maybe. I haven't (so far as I can recall) ever ruled as such in any D&D game I've ever run.

Are clerics expected to fight for "good" (or "evil") against their opposite number? Clerics are expected to champion and protect their own faith and that faith's worshippers against those who'd harm or threaten that faith or those worshippers. Sometimes that might mean fighting against a (previous) ally. Sometimes that might mean fighting with a (previous) enemy. Sometimes "protecting the faith" involves rooting out corruption within their own church (i.e. fighting/killing their own clergy or congregation members).

God (and gods) move in mysterious ways.

I don't use the DDG all that much these days. If I were to use it, it would be mostly as a "monster manual" for other planar entities. Yes, I have no issue with high level characters fighting (and possibly slaying) gods...good luck to 'em if they want to try it. I know from experience that it's not all that easy...in fact, I've never seen it done in an ACTUAL game of AD&D. Nope, not even Llolth (and I've run Q1). If a god were slain, I'd expect its worshippers to shift allegiance to whatever god would have them (and that suited their fancy), and would retain all their prior levels/spells/abilities.

Just about the only way I really see a cleric losing their spells would be through some crisis of faith: either a literal "crisis" (our deity has been slain!) or through some curse/geas or vow breaking crisis, of the kind that might require an atonement spell. In the latter case...well, that's the kind of thing that has to be worked out on a case-by-case basis generally through (*shudder*) role-playing. Which isn't BAD, folks, but just isn't something I can pencil down with a hard-and-fast answer. That the AD&D game provides for this potentiality of such a spell being needed speaks to the robustness of the system...you won't find atonement in 5E, just by the way.

[which maybe says something about the unforgivable blasphemy that is 5E]

ALL RIGHTY...that's enough of a foundation in the basic cosmology of my campaign. We'll get to the actual geography of the world (physical and political) in tomorrow's post.

Wednesday, July 22, 2020

Lovely Lovely Thieves

There were four possible topics I had on my mind to write about...dragons, elves, initiative, and thieves...and rather than make up my mind, I did the silly blog-o-sphere thing of rolling percentile dice to determine which it would be. The result came up "dragons" so, contrarian that I am, of course I'll be writing about thieves (again)...and the post is looooong. Brew that coffee!

I've had lots of time to think (haven't we all?) since my last post on thieves back in early June, and think I have, especially with a couple recent ideas added to the ol' noggin:

Rules exist to provide boundaries of play that (a) promote a challenging, engaging experience; and (b) maintain order by giving the players knowledge of what to expect from other players.

AND (the following flaws of setting design):

Inadequate comprehension of why a game process matters, how it adds to the game and why its implementation is a feature and not a bug.

As well as:

Vague and imprecise understanding of a rule's boundary.

...all of which have come from Alexis Smolensk's blog on design, The Higher Path. I'd cite the particular entries (here and here) but you need to be a Patron to access them; however, there's nothing there that specifically applies to thieves anyway...my application of these concepts to the thief class is coming out of my brain.

[take that for what it's worth]

As has become my usual M.O. I find it helpful to start at the earliest primordial ooze of a rule concept/system, in order to track its development and find exactly where, how, and (if possible) why it "went off the rails." In the case of the thief, we first see [Gygax's version] appear in The Great Plains Gamer Players Newsletter, a zine sold at GenCon VII in 1974.

The "original thief" has a number of small differences from how the character would eventually appear in Greyhawk (Supplement I). These include Chainmail style hit dice (as the basic classes received in Men & Magic), slightly lower XP requirements at the highest levels (85k instead of 90k for 9th level and 115k instead of 125k for every level thereafter), an alignment restriction of "neutral" (and no prohibition against lawful characters hiring them), and backstab damage that increases at a different rate (two dice for every four levels attained, minimum 2d6...this would mean 4d6 at 8th level, 6d6 at 12th level, 8d6 at 16th level, etc.). While the rules state that the class is open to humans, dwarves, elves, and hobbits (halflings), there is no mention of multi-class thieves, and no racial bonuses to skills are given for demihumans. The skills themselves (and their percentages) are entirely unchanged with the exception of hear noise which only ramps up to 100% (1-6) at 14th level, not 13th as given in Greyhawk.  Reading languages (at 3rd level) and magic (at 9th level) are given as "optional considerations" and do not list any chance of failure.

The Great Plains article also gives an admonition that "thieves are generally not meant to fight" and this is born out by their low hit dice (of all the classes given Chainmail hit dice, thieves have the worst progression...worse even than magic-users!). There are notes that, if using the "alternative combat method" thieves should progress as clerics on the combat tables (no mention is made of which saving throw type to use). Finally, there is an extensive example of how a thief might be used, describing all thief functions in action with the exception of wall climbing which, interestingly, is given NO CHANCE of failure in the article.

[the ability to "climb almost sheer surfaces rapidly, up or down" is still listed as one of the thief's unique abilities, but it includes no percentage. This makes the Greyhawk rule of 13% to slip and fall (decreasing 1% per level) to be an afterthought, explaining why it is given as a failure chance, rather than a success chance. This parallels Greyhawk's difference in handling the language/magic reading abilities of a thief]

Examining these ideas/rules thoroughly, what they are meant to do and their parameters (boundaries) of function, I find that I have a renewed interest in including the thief class, as it appears to answer all the issues raised in my earlier post:
  • A neutral alignment in my setting doesn't pose any problems to inclusion in an adventuring party, lawful or otherwise (this will relate to a not-yet posted essay on alignment in my setting).
  • The "point" of demihumans was (per Gygax in later writings) to give players who had rolled WEAK (i.e. non-optimal) characters an option to play something with extra (bonus) abilities. Someone wants to be a thief but rolls a poor dexterity? Be an elf thief and get infravision and better secret door detection (for example). I will not, however, be allowing multi-class thieves, with the possible exception of elves (and then only magic-user/thieves). I am also strongly considering level limits for demihuman thieves, as I want to maintain my setting's human-centric POV and do not relish the thought of "master thief" dwarves and elves running around the campaign.
  • Guilds and lock picks are not a requirement of the rules/setting. I'll assume thieves make their own tools from scratch (if necessary).
  • "Language reading" is the deciphering of codes and maps, not reading unknown languages. That's cool, though it seems appropriate to make success level dependent (as was done with climbing). Reading magic, however, is a different matter.
  • "Low survivability" compared to other classes is mitigated by A) presumed role of the thief (i.e. non-combatant skill monkey), B) hit point adjustment (d6 hit points per hit die as originally given, instead of the d4 found in Greyhawk), C) fast advancement (fewer x.p. needed to level up / obtain hit points), and D) the addition of an AC bonus (of +1) that I will be giving to thieves only, for those with a DEX score of 15+ (this is in keeping with my current house rule of providing a small bonus to a class with a high prime requisite; it ends up being the equivalent of carrying a shield (either with or without armor) and doesn't interfere with my weapon vs. armor table.
  • Issues with regard to skill use (backstabbing and pocket picking, "poor" percentages, and trap concerns, etc.) can all be addressed by being specific with skill explanations, definitions, and boundaries of play.
I'll talk about the thief's skills in a moment; first I want to talk about why the thief exists in the game...or, to be more precise, in my game.

The thief provides a particular type of play experience (that is to say, means of engaging with the game) to the player that falls outside the three defined roles in original system. It is not a fighter, though it must be at least somewhat combat-worthy (as combat participation is an intrinsic part of the game); it is not the thief's role to take hits for other party members, nor is it the thief's priority to deliver damage to opponents (sorry "rogue" fans). Likewise, the thief is not a cleric, whose role is one of defense and support; the cleric has heavy armor, magic that heals and boosts, and the ability to "turn" undead monsters with vicious, dangerous powers (paralysis, disease, level drain).

The thief is MOSTLY akin to the magic-user, sharing many traits in common: low combat ability, multiple means of interacting with the environment, not to mention some abilities that appear "magical" in nature (reading magic-user scrolls, foiling magical closures with open locks, etc. However, unlike the magic-user, the arrows in a thief's skill quiver are strictly defined; the magic-user makes choices as to which spells she brings to the party, while the thieves skills always remain the same. In this way, the thief (like the fighter) might be considered an appropriate class for the novice or beginning player: rather than knowledge of an entire textbook of spells, the player need only familiarize herself with a half-dozen skills. While the skills carry a chance of failure, they are also unlimited in usage (not that you can use them multiple times in a single instance, but multiple times in an adventure/session). Rather than increasing CHOICE with advancement in level, the character increases EFFECTIVENESS...they function better and/or more often.

This is why there's no need to make magic-users "roll dice" to see if their spells succeed (as in other RPGs...see DragonQuest as an example). Players who want to engage with the game in that "gambling style" of play can choose to play a thief gaining the abilities of invisibility, third dimensional movement, code-breaking, security defeating, and high damage delivery all in a single package. While you lose nuance and wider choice of application, as well as guaranteed success (a magic-user's invisibility, knock, and levitation spells ALWAYS functions), what you gain are a reusability factor and a streamlined simplicity not found in the wizard class. The thief is not a redundant class; it provides a different method for engaging with the game. 

Now, the skills: let's put hard boundaries to what they are and how they're used.

It's worth getting grungy to dig out the diamonds.

Though as recently as yesterday I was giving serious consideration to the idea of allowing player chosen specialization in skills (like, "add 35 percentile points to your choice of skills every time you level up"), upon reflection this flies in the face of both what the thief class represents (streamlined versatility) and what the thief models (a discreet package of skills that increase in effectiveness as the thief advances in her career). Yes, all 5th level cutpurses have a 40% chance to open locks and a 45% chance to move silently...they learned these skills as an apprentice, and by the time they've earned 10,000 x.p. this is amount of progress they've made towards mastering those abilities. By the time the master thief reaches 14th level, all her skills should have reached maximum potential.

Opening locks (by picking or even foiling magical closures): picking a lock on a chest or door requires the thief to use hand-crafted tools (no cost or encumbrance) that are upgraded automatically with any increase in level (taken out of any training costs). These are considered secreted upon the thief's person and only lost if somehow captured and stripped of all goods (including clothing); a highly unlikely situation. An attempt to open a lock can be made once and if failed then the lock "must be forced open -- a very time-consuming process." Magical closures do not include those under the spell of a hold portal or wizard lock, but refers instead to certain enchanted dungeon doors of the "puzzle" variety (without the need to work the puzzle...another time-consuming process)...such locks may include a penalty to the skill check.

Removal of small trap devices (including poison needles): these are small traps found on chests, coffers, alcoves, etc. with the specific purpose of guarding a treasure. Such traps are automatically detected by the thief (per the example given) and then the player must decide whether or not to attempt disarming the device. Failure to disarm a trap of this kind "activates it with regard to the thief and any others within range." Examination of the treasure object/resting place is enough to discover the trap (so bring a thief along with you); other methods might be tried to remove a treasure object rather than attempting to disarm the trap. Traps found in a dungeon (per Book III) "are usually sprung by a roll of a 1 or 2 [on a d6] when any character passes over or by them [including pit traps]." This thief skill is unrelated to those type of exploration traps (which I will...hopefully...be explaining in a later post).

Climb almost sheer surfaces rapidly, up and down: boundaries that need to be defined include speed of ascent/descent, distance traveled, weight carried, and definition of "failure." Speed climbers can ascend 15m (about 50') in under eight seconds; this is, of course, a product of optimal conditions, specific training, and modern equipment...but it's still close enough to what I imagine a "sheer surface climb." Considering caution (on the part of the thief) and unfamiliarity with the surface being climbed, I'd allow movement at one-half normal exploration speed: for OD&D this means one move (at 10' per 1" speed) over ten minutes; add one additional foot of climb speed per level over 1st. For example, an unencumbered 5th level cutpurse can ascend/descend 124' in ten minutes (12.4' per one minute melee round). A thief can climb faster (dividing the time spent climbing in half), but then the DM must roll a "failure check" as indicated in Greyhawk. Failure chance is doubled if moderately encumbered (9"), tripled if heavily encumbered (6"), and quadrupled if over-burdened (3"). One check is made per move. Let's say our same cutpurse is loaded with treasure (heavy encumbrance) and needs to climb 30' to reach a ledge to escape a charging pack of ghouls. While she could cautiously climb 6.4 feet per minute, she doesn't have that kind of time and opts to double her speed (the ghouls have about a 9' reach when jumping, so 12.8 feet should put her out of their reach). Her chance of failure is 27% (13 -4 = 9 x3 = 27). The point at which the character falls will be be 20% to 80% of the total distance of the move (2d4 x10%). Our cutpurse only intended to climb 30'; if she fails her roll and the die roll is a 6, she falls from 60% of the 30' (at the 18' mark), not 60% of the 60' she could have climbed. Adverse weather conditions (rain, snow, high wind) will probably increase the failure rate, and might force a check even when caution is exercised by the climber. A thief should be able to estimate the distance to her destination (i.e. the DM tells the player) in order to make a decision based on risk.

Steal item by stealth or sleight-of-hand: in Greyhawk, this bullet point becomes "filch items and pick pockets." The original is more openly defined. It still uses the same percentage chance as move silently, but it applies to the removal of any object desired "from the person of the owner or from his immediate vicinity." This is theft in plain sight...removing some item from a desk or table, adding something an individual's drink, slicing a purse, or removing a ring from the finger. Level should probably be some indication of the proximity of the thief to the victim and/or the number of prying eyes that may be observing the thief when she makes her move. Greyhawk reduces success by 5% for each level a victim is above 5th, but should this apply to hit dice as well? Would a 5th level magic-user really be more susceptible to a shell game than a 9HD hill giant? I don't think so. In this case, I'd actually use levels of experience only as most monsters are fairly stupid; an exception would be creatures with spell-casting ability: a djinni, for example, would be fooled at -15% and an efreet at -25% using hit dice in place of level.

Strike silently from behind: no, it isn't called "backstab." Gygax's original text on the subject seems to imply that a successful move silent roll would be needed to gain this advantage, though I would waive the necessity in the case of a surprised opponent assuming the thief was close enough to make a melee attack. The example target is a "man," but rather than assuming the need for a humanoid with a stab-worthy back, I'm going to make this a sneaky or underhanded critical strike against ANY living opponent (not a construct, plant, or undead type). Use the reduced damage found in Greyhawk, as I would guess the original got curbed in actual playtesting of the class. Note: this assumes a non-hostile or "on guard" opponent; a failed move silent check (remember this is the same chance as the misdirection/theft check) indicates the thief has shown her hand and is unable to catch the target unawares; roll for initiative immediately and proceed to combat.

Listen for noise behind a closed door: this is self-explanatory, though it will be discussed more in a future post that deals with exploration rules. Being a 1st level thief gives the character the same chance to hear noise as a pointy-eared demihuman; higher level increases this ability for all racial types.

Move with stealth: As far as simply "moving silently," a thief should always be assumed to be quiet but, when traveling with other types of adventurers, chance of surprising and being surprised is no different from normal. Otherwise (i.e. when solo) a move silent check need only be made when the thief comes in possible earshot of a potential antagonist; failure indicates the character has done something to give herself away (again, reverting to normal surprise chance). Movement is normal exploration speed based on the thief's encumbrance; a thief in a flight/pursuit situation (double movement) isn't concerned with being stealthy.

Hide in Shadows: the best saved for last (well, almost last). Per the original text, the percentage given is "the chance to remain undetected while hiding or moving through shadows." The stipulation for skill use is that the thief be unobserved when attempting to hide (and that there be shadows to hide within). While old, musty castles lit by candles or torches would probably have plenty of shadows, I would use this skill check for any attempt at the thief concealing herself while unobserved...standing behind a curtain, jumping in a wardrobe, hiding behind a piece of furniture, etc. Success (only checked when a potential observer enters the room...and only checked once!) indicates the thief has hidden herself so well as to remain undetected and (depending on the situation) can even move while remaining concealed. Failure would indicate the character is noticed, or gives herself away somehow, though that shouldn't negate the chance of the thief surprising the observer (checked normally). How long should the thief remain unobserved? Until she reveals herself, generally by attacking; the hiding ability in this way is very similar to invisibility. How fast can the hiding thief move? Assuming appropriate cover or distraction is available, as fast (and as far) as her cover and encumbrance allow.

This (finally) explains the combat example found on page 105 of the AD&D Players Handbook. A party of five adventurers surprise an illusionist with his band of 20 orcs; the thief uses the surprise segment to "dart to the rear of the party and attempt to hide in shadows." In the first round following, the thief uses the cover of the cleric's silence spell to move into melee range (the encounter occurred at a distance of 30') while "slinking and sliding around in the shadows." In the next round, the illusionist "does not hear the thief behind him," is stabbed in the back and dies; the final round has the thief entering normal melee with the orcs. This example ONLY makes sense in light of Gygax using his own earlier interpretations of the thief skills, as recorded in The Great Plains Gamer. Gygax makes it quite clear in the DMG that any movement on the part of the thief gives away a "hide," not to mention that the thief is unable to hide under either direct or indirect observation...no using a group of party members as cover to disappear! Furthermore, even the thief's "silent movement" is terribly slow, dropping to "exploration speed,"which is only one-tenth of normal melee speed; there is no way for a thief to sneak 30' in a single round using such rules (he'd have to have a movement rate of 30" to do so).

Bollux. I'll be using the OD&D rules (and the GPG 'zine examples) for my determination of how thief skills function. Hiding in shadows...a more difficult ability to execute than simple "stealthy movement"...functions as a minor form of invisibility, which (in my estimation) is how the skill was originally supposed to function. It cannot be used unobserved (though a suitable distraction might provide the moment to disappear), it requires some sort of cover for hiding (if only shadows cast by medieval illumination), it allows normal movement (so long as cover persists), and is lost upon attack. It's not necessarily effective in full darkness (seeing as how most monsters have some form of infravision which is only "spoiled" by the existence of a light source), but it could given suitable terrain for concealing the character (rock formations, etc.). Even the olfactory and audial senses of super-predators might be ineffective of discovering the thief: a monster might know someone was present, but not necessarily where. Springing from cover could still be a surprising circumstance (I'll write about that when I get to surprise in that later post I keep mentioning).

Okay, is that enough? I realize this post is incredibly long (I've been writing it since Tuesday morning). But is that enough definition to establish boundaries for the thief character's skills? I think so, but let me run over them really quick:

How fast a character can move while performing skills? Yes. When skills can be used and when they can't? Yes, I believe so. At what point a percentage check is made (and the consequences of failure)? Yes, with most consequences being "a return to normal rules."

The thief class allows a player to break (or modify) certain, specific game systems, much the same as magic spells. They can bypass locks without the need to force them or find keys. They can achieve surprise or evade pursuit or purloin items under observation. They can move vertically in an environment without the need for special equipment. They can acquire treasure items without setting off guardian traps. They can puzzle out coded treasure maps (mmm...still need to set up a percentile table) that might otherwise require a spell to decipher.

They do not read magic. Not unless magical writing is something that can be read with simple mundane training. Wizards require a spell to do the same, regardless of experience level or intelligence! I am discarding this "possible consideration."

Do thieves provide a method of challenging the player and giving the player an engaging experience? Yes: the class provides multiple small ways to interact with the game environment with the potential risk of failure. At higher levels, this risk is diminished, but the consequences of failure (presumably) increase. And the class occupies a niche that the other classes do not.

Okay, yeah...I am on board with adding thieves to my game. Now I just need to write them up in my ever-changing rule book.

Thursday, June 4, 2020

A Hard Look At Thieves

I've written quite a bit about thieves over the years; this will be my 24th post with the "thief" tag.

While trying to put my thoughts on the character in order this morning, I asked my nine year old to give me his thoughts on the thief class. How do you feel about it?

"Overrated," was the reply. I asked him to elaborate.

"Even though thief can open locks and such, he's going to get killed." He said. "Especially in OD&D, he's just too weak in combat to survive; he doesn't get to use bows, he's forced to fight in leather armor, and even his chances of being sneaky aren't very good."

He went on: "In B/X the thief is a little better, because he can use bows and his dexterity gives him a bonus to his armor class. But you don't give DEX bonuses in OD&D and leather armor isn't good enough. They have useful abilities like climbing walls and stuff, but they're killed too easily."

What about his ability to backstab? "Well, there is THAT, but you need a couple beefy fighters in your party to distract the monsters so you can sneak around and get him from behind." You couldn't sneak up on someone? "Well, your percentage is really bad especially at low level. If I was going to take a thief to, say, the Tomb of Horrors, I'd want to be at least 6th level. At least! Then I could go armed with a sword and daggers."

So if you were to rank your class preferences, where would the thief land? "Hmm...top of the bottom." Out of four classes? "Oh, you're not talking about elves and dwarf classes? Well, if it's just the basic four [cleric, fighter, magic-user, thief] he comes in at #4 (last place) in OD&D, and maybe tied with cleric or slightly better than cleric in B/X." Clerics are worse? "Well, in B/X they don't get a spell at first level, and it's really tough that they can't use bows and arrows." That's the same in OD&D. "Yeah, but in B/X thieves get the DEX bonus and they can use bows." Oh, right, I see. And thieves need to use bows because they're kind of weak with bad armor? "Yeah, unless you're in one of Sofia's dungeons, because then you can talk your way out of fights with monsters and still get millions of gold pieces." Okay.

So is it worth having a thief in an adventuring party? "Yes, so long as they have fighters for protection. Then you can use them for other tactics." Tactics? "Like picking locks. But they need protection." Picking locks is useful? "Yeah, and fighters can't do it. Well, maybe they could, but they'd have a lot harder time. They don't have the right equipment or skills." Okay, thanks.

No mention was made of traps or hearing noise in this conversation.

As I mentioned (briefly, in passing) in my last post, I haven't actually implemented thieves in my OD&D game...if you were to read my compiled/cleaned up copy of Book 1, you would find no mention of a "thief" class. My son's inferences of the "weakness" of the OD&D thief come from (I believe) my OD&D rules (like the lack of ability score bonuses) and discussions of different weapon proficiencies in Advanced Dungeons & Dragons...the OD&D thief presented in Greyhawk appears to have the same proficiencies as the B/X thief (i.e. no restrictions on weapon use at all).

Anyway...I wanted my son's input before writing this because...well, because I appreciate his opinion on the subject. I understand that the D&D thief is/was an iconic character class for DECADES (only supplanted by the "rogue" archetype in modern versions of the game). But much as I've worked with it and used it over the years (24 posts!), I dislike the thief for a number of reasons:

- A skill set that dividing the party: picking pockets and "backstabbing" encourage PVP play. Moving silently requires the PC to be alone in her sneaking. Hiding in shadows requires the thief to be left behind (no movement) to be effective.
- An alignment restriction that might be at odds with other party members (if Paladins can't adventure with non-Lawfuls, and thieves cannot be Lawful, well...).
- Low survival rating (as pointed out by my son) without adjusting hit points and/or increasing attribute bonuses.
- As written (in OD&D and AD&D), providing demi-humans with a means of unlimited leveling, moving the game away from being humancentric by taking away one of the unique abilities of humans (the only species allowed unlimited leveling).
- Emphasizing mechanical "traps" in dungeon exploration, in order to give the thief a way to earn her keep. How many strongboxes really need poisoned needles?
- In OD&D: implies something strange with regard to the thief's (1d4) hit dice: that humans are weaker than originally modeled (1d6 hit points). I can take a magic-user's lowered survival ability being related to the pasty, sedentary lifestyle of an academic (or the corruption and body wracking toll of learning sorcery). Why d4s for thieves? Vice and (medieval) city living? Okay...but then that concerns ALL folks living in the squalor of King's Landing (or its equivalent).
- Thieves Guilds as required institutions.
- Lock picks on the normal equipment list.
- Combat considerations (backstabbing) that adds an element of tactical detail to what should be the abstract, chaotic swirl of melee. Extra justification required to explain just how backstabbing works with a number of monster types (slimes, golems, undead, beholders, dragons, giants, etc.) or else the inevitable restriction/nerfing of the class's beefiest attack form.
- Unique abilities (skills) that are so ineffective at low level as to discourage use.
- The ability to "read magic" without a spell or read and understand languages that the character doesn't know like some sort of super-linguist.

All that being said...

I could work with most of this. I have worked with most of this throughout my decades of playing D&D. And for many years I haven't had to do much with it because thieves are so garbage no one wants to play them...

[there are a lot of exceptions to this last. AD&D players with demi-humans always worked thieves into their multi-class mix. A level or five of "rogue" was often taken in my 3E days (both by myself and others). I've played thieves on more than one occasion, including a Nehwon based B/X convention game that included ONLY thieves and fighters. And my old friends Kris and Jason were notorious for ONLY playing thieves in D&D games]

I dislike that all thieves have the same skill sets, all progressing at the same increments. And yet I dislike EVEN MORE the idea of implementing a "skill system" to the D&D game.

I dislike thieves. I dislike them a lot.

The OD&D game has a character type that finds traps: the dwarf. The OD&D game has a stealthy character type: the halfling. The OD&D game has a character type that reads old, dead languages on maps: the magic-user (with the proper spell). The OD&D game has a character type that "hears noise" well: demi-humans. Does the game need to combine all these abilities in a single package?

What happened to having a party of multiple individuals contributing their individual skills, being forced to rely upon one another?

I think...I think that instead of including a "thief" class, I'd prefer to include a list of "adventuring skills" that player characters could choose from. Maybe someone is adept at free-climbing. Maybe someone is good at setting (and disarming) small traps. Etc. Characters could take a number of these skills based on their intelligence score (learning one such skill in place of a language they might otherwise know).

Maybe I'll include other skills like tracking, woodcraft, and herb lore (for healing).

I wouldn't tie success chances to level...skills would be either you have it or not. Climb sheer walls with 90% ability (penalties if doing it in windy, rainy, or snow conditions)...or whatever. Some players could build their own thief, mixing and matching the skills they want. Perhaps a magic-user was a street conjurer and pickpocket prior to her apprenticeship. Perhaps a fighter is skilled at commando-like stealth, having been a scout for the army. Whatever.

We've been playing OD&D without thieves for a while now, and I really don't miss the class. As a DM, I like having a character type that can pickpocket and backstab, but I don't like seeing it in my players' adventuring party (not in a "dedicated-to-this-way-of-life" type of fashion). My players haven't missed the class or complained about its absence. But they might appreciate adding an extra distinction to their character.

Yeah, thieves. I'm kind of done with them.

Sunday, April 28, 2019

V is for Veiled Society

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic for this year's #AtoZchallengeRevamping the Grand Duchy of Karameikos in a way that doesn't disregard its B/X roots. I got behind by a couple days because of the Easter weekend, but I'm trying to catch up as quickly as possible]

V is for Veiled Society, "the most powerful criminal organization in Specularum." GAZ1 states that thief characters can choose to belong to one of three thieves' guilds in Karameikos, and identifies The Veiled Society as one of these (the other two being "The Kingdom of the Thieves" headed by Flameflicker, and "The Iron Ring" slaver organization).

I was trying to remember when I first heard of such a concept as a "guild" of thieves. I didn't read any Leiber "Lankhmar" tales till (probably) high school, certainly not before I was years' deep in Advanced Dungeons & Dragons (back in those "pre-internet days," if you were looking for some long out-of-print pulp fiction, you'd only find it at a library with a decent selection...pretty sure my first Leiber, Moorcock, and Zelazny books were pulled off the Seattle Prep SciFi shelf). I probably had some idea of guilds (from history class, encyclopedias, and/or watching Dickens' Christmas Carol on a yearly basis), and there IS mention of "thieves guilds" in the Cook/Marsh Expert set, in exactly two places:

"At this point, a player character thief may want to consider setting up a Thieves Guild (the details of this are left to the DM)."  [page X8, discussing high level thieves building hideouts and attracting apprentice thieves]

"The base town should be large enough to support the services the players will need these include:

  • Inns and townhouses where the players stay between adventures, where notices are posted, and where rumors are found.
  • Churches, shrines or temples for the clerical orders, including at least one NPC cleric powerful enough to cast a raise dead spell.
  • A Thieves' Guild for thief class characters that can provide information, markets for treasure, smuggling, spies, and hireling thieves -- for a price.
  • Town militia to keep an eye on the town -- and the players!

"The DM should also decide who is running the town..." [page X54, on building a base town for the campaign, emphasis added (regarding the thieves guild) by Yours Truly]

[man, just to digress for a moment...so much to digest and infer from that little bit of world building. What a great place for a new DM to start! Everything that's really pertinent...including a cleric that can raise dead!...is on that list, save perhaps the blacksmith and "general store" that any town large enough to support the rest should be able to provide. Note, this is the outline for a "home base" for adventurers, not any old village, which could be lacking most, if not all of these components. But for a place that adventurers (i.e. the player characters) come from, YES, it should have all these things...not only for their services but (probably) for the PCs' origins as well: fighters were trained in the militia, clerics at one of the churches, etc. And, NO, it does not NEED to have a wizard or "magicians guild" because, of course, PC magic-users can learn their own spells through spell research (helping to suck off excess treasure in the process)...magic need not be commonplace!]

[ha! Raise dead! Always available at the home base, so why O why was there ever whining about getting killed on an adventure? Sheesh!]

*AHEM* The presence of a thieves guild, given the description in the Expert set provides a number of practical services for player characters (a place to sell treasure! a place to procure thief hirelings!) as well as giving the thief a way to shine that may be welcome indeed (keeping in mind that the low-level thief in B/X is a pretty paltry character, both skill-wise and combat-wise!)...since, presumably, one must BE a thief (and one in good guild standing) in order to interact with the "thieves guild."

[the alternative I suppose would be difficulty in finding places to fence loot, poor exchange rates on treasure, and wild chance if an adventuring thief was available for hire at the local tavern...assuming a thief would be willing to publicly announce her profession in the first place!]

Members in the Veiled Society (briefly mentioned in this previous post) is described in GAZ1 as follows:

"The Veiled Society is appropriate to characters with a grim, Mafia-like outlook on their criminal activities. If this character likes hurting people as much as he likes robbing them, the Veiled Society is for him.
"The Veiled Society demands 15% of all the character's earnings (other than those earnings for Veiled Society activities). It does provide a reliable fence for that fee. It helps the character by trying to spring him from jail or beating or killing those who've done him wrong -- the Society is loyal to its members.
"However, it often makes demands of the characters -- such as "Go to the House of Silks near the Street of Dreams. Break in. Kill the old man and his daughter and then set the place afire." This isn'e a thieves' guild for characters with morals."

Allston states that only Neutrals and Chaotics may join the Veiled Society, but PCs of any alignment...and of any class!...can be asked to join during the course of adventure module where they first appear: Dave Cook's B6: The Veiled Society. In fact, very few of the Veiled Society men (yes, they are all men) in the adventure are thieves...a total of three out of 51 NPCs. For a "thieves guild," they're pretty light on thieves! Cook also includes this little "initiation" ritual:

"You are now on of us," says the man. "If they catch you, they kill you. If you betray us, we kill you. Act in our name but without our blessing, we kill you. Work hard for us and you will prosper. Once with us you cannot leave us."

This is said after donning the Veiled Society hood, which both protects their identities and is the symbol of their allegiance. It should be obvious that the Society does not suffer betrayal lightly (or at all).

The Society's hideout appears to be an ancient, subterranean complex (I'm making it sound more exciting than it is: it consists of all of three chambers and a handful of straight passages). There's something very mystical about the place, and the Society in general. Their meeting hall feels like an ancient pagan temple (though there is no idol, only a gong...which I can't see them using since the members only meet at appointed time and there are no rooms from which to call folks to gather). There are as many high level spell-casters as "thieves" among their members (two clerics, one magic-user) all of which are in leadership positions (unlike the thieves). There are their masking rituals and their oaths of secrecy and commitment, the headdress of their hidden leader. More than a fantasy Cosa Nostra, the trappings of the Society feels like that of a secret society, one with religious overtones, and one that's been operating in the depths beneath Specularum for generations...certainly before the Thyatia conquest.

Personally, I dig it. I've loved the feel of this module ever since I saw it's Roslof-illustrated cover, many years ago...and despite the overall weakness of the adventure design I've held onto it.  A hooded, murderous secret society knifing people in the dark alleys of Specularum after sundown? That's cool...probably should be kidnapping the odd virgin to sacrifice to some shadowy goddess every new moon as well (a ritual leftover from ancient times, blood of the innocent used to "resurrect" the moon). It doesn't have to be ultra-weird and Cthulhu-y...murderous fanaticism hidden behind the facade of "normal" friends and neighbors can be just as creepy.

Okay...I'll end the post here. Man, I am far behind this month. I had wanted to talk about the other thieves guilds as well (including the one located in Threshold...a town of 500...and how preposterous that is), and especially the Iron Ring slavers. But that'll have to wait till another day.

Wednesday, April 24, 2019

S is for "Sanctuary Light"

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, for every day of the week except Sunday. Our topic for this year's #AtoZchallengeRevamping the Grand Duchy of Karameikos in a way that doesn't disregard its B/X roots. I got behind by a couple days because of the Easter weekend, but I'm trying to catch up as quickly as possible]

S is for "Sanctuary Lite," AKA Specularum, capital of Karameikos.

What do I mean, "Sanctuary Light?" Well, first you have to be familiar with Robert Asprin's old Thieves World anthology series...if you're not (and if you dig pulpy fantasy), I'd encourage you to check out the books, at least the first two volumes. Asprin had an idea to create a shared setting that multiple authors could use for their characters, a vehicle for fiction that wouldn't require individual authors to conceive of an entire organic fictional world, history, etc. but one that would grow and develop based on each person's writing contributions. Sanctuary is the name given to the rotten city at the core of the Thieves World setting, the place where the characters mingle and adventure and engage in their illicit activities.

A "hell hound" intimidates
a(nother) local.
I haven't yet gotten around to describing my relationship with the Thieves World books and how they influenced and affected my gaming style and assumptions "back in the day;" the TW books provided one of the three distinct "paths" I alluded to waaaay back in July (sorry I haven't had the chance to return to the topic). The "product" I refer to in that post is Chaosium's Thieves World box set, which is a fairly astounding resource (for a number of reasons). I will try to blog about Asprin's books specifically...and the game content based on those books...but it's going to have to wait a little while longer.

[sorry]

Anyway, having spent extensive time reading the various source texts for Specularum, I can't help but notice the many similarities between the Grand Duchy's capital and the city of Sanctuary. This is especially true of Allston's version (i.e. the version presented in GAZ1) which, strangely, bears little resemblance to the layout and presentation of the city as given in Dave Cook's earlier B6: The Veiled Society. Cook's map places Specularum directly on the coast, with the "Mirror Bay" being directly south of the city. Allston's map places the capital on the west bank of the large Volaga (Highreach) River, with the Mirror Bay an opening off the river...a set-up that, now that I look at it, doesn't really make sense for a thriving coastal capital. What the f--- ?!

[oh, wait...here's a map that shows "Specularum Harbor" with "Mirror Bay" in parentheses...but this map of Specularum proper has a separate "Mirror Bay" off the river behind a Seagate. Ugh...either I am confused or the folks making the maps for the Gazetteer failed to compare notes...]

Well, whatever. It's the content of Specularum that reminds me of Sanctuary. Sanctuary has the native Ilsig people (repressed by the distant Ranke Empire); Specularum has the native Traladrans (conquered by Thyatis). Sanctuary has the Maze, the Bazaar, and the Golden Lilly; Specularum has the Nest, the Great Market, and the Black Lilly. Sanctuary has the new (Ranke) temples and state religion competing with the old (Ilsig) temples in the temple district; Specularum has the Church of Karameikos competing with and upstaging the Church of Traladara.  True, the new governor of Sanctuary (Prince Kadakithis, the emperor's brother) is a much more recent ruler than that of Specularum (Archduke Stefan, the emperor's friend)...but the resentment of the longtime residents (and the naivete of their new overlord) is still the same. So is the flourishing (fantasy) Gypsy fortunetellers that populate the region. Heck, even the population is similar (officially 4500, estimated at more than 20,000 uncounted).

[oh, and hill folk...Sanctuary has lots of those wandering around]

But I call Specularum "Sanctuary Light" because it's not nearly as dark and dirty as the pulpy setting of the Thieves World anthology. Specularum doesn't have brothels...it has "notorious inns." Sanctuary has the Hell Hounds...Specularum has the "Elvenguard." The Veiled Society is a shadowy group that inspires fear; the Hawk Masks operate in broad daylight as muscle and mercenaries. And while Specularum is described by Allston as "a crowded, noisy, dirty place - the epitome of the medieval city," Sanctuary goes into deep detail, describing the filth and squalor, the terrible living conditions of the majority and the manner in which the "haves" happily exploit the "have nots."

To put it another way, the appearance of Emirikol the Chaotic on the streets of Specularum would certainly send up a hue and cry for the town guard...in Sanctuary, he'd be yet one more wandering sorcerer best left alone by the general populace.

This is to be expected of the difference in time and style for which both products were written. GAZ1 was written for BECMI at a time when TSR was deep in the process of making D&D more "family friendly" (especially the non-Advanced version of the game); Thieves World was created in 1979 for sword & sorcery-styled fiction writers to dink around in. Whatcha' expect?

Tell you what though: considering that MOST of the authors from the first couple Thieves World anthologies can be found on the "Inspirational Source Material" list of B/X (page B62)...including Robert Asprin, Paul Anderson, Phillip Jose Farmer, Andrew Offutt, and C.J. Cherryh...I'd say that one of the easiest ways to make Specularum more "B/X" in flavor, would be to simply turn up the dials to "full Sanctuary" rather than the light version.

You can easily substitute Sanctuary's map for Specularum (it resembles Cook's town layout more than Allston's)...simply rename the White Foal river the Volaga. The governor's palace becomes the duke's, and everything else remains as named in Sanctuary.

Pretty close to the Chaosium map;
less detail, though.
It would certainly solve the issue of PCs' "magical training" (wandering sorcerers leaving untrained dropping litters of poorly trained apprentices on the street like alley cats). I don't think you need to substitute the 19-year old "Kitty Kat" for Stefan to complete Specularum's transformation, but I think it would be cool to add the Ranke political situation to written background of Thyatis (making the Archduke's move a "self-exile in lieu of possible assassination" type of maneuver), and make his assumption of leadership a RECENT event rather than an established one. Have the Duke residing in Specularum for, say, five years or so, rather than 30, with all his family being Thyatian-born (and hating on the new digs).

Yes, Karameikos does lack the deserts...but deep, dark forests infested with monsters can make for a pretty hazardous terrain. And I'd rather have inscrutable, dangerous elves substituting for the "aloof desert nomad" Reggah...let's break some stereotypes instead of promoting them, huh? Of course, antisocial elves do not make for uber-loyal soldiers, but I wanted to ditch the Elvenguard anyway. I'd rather have Hell Hounds any day of the week.
; )

Friday, May 4, 2018

Surprise and Surrender (Thief Incentives P. 2)

[continued from here]

I think it's rather telling that several of the thief skill percentages (open locks, find/remove traps, and pick pockets) were increased in AD&D to that of an OD&D/B/X thief of the 3rd level, even before adding racial bonuses or adjustments for ability scores and lack of armor (see the Unearthed Arcana).  That right there provides me with a justification for adding bonuses based on dexterity, as postulated in my prior post.

Still, though, let's talk about giving the 1st level thieves reasons for using those skills.

Open locks is rather straightforward, and doesn't really carry much risk. Assuming the thief can afford her tools, there's no reason NOT to try opening locks that are found. You'll be saving your wizard the use of a knock spell, and giving your party a chance to preserve treasure chests (for carting coins), and moving stealthily (rather than chopping down locked doors). Upping the percentage chance via a dexterity bonus just ensures an increased level of effectiveness (i.e. the locks will open more often than they would otherwise).

Climbing sheer surfaces, which I take to mean "free climbing" (without rope or equipment), carries a fairly sizable risk: death. It is explicit in the text that a failed roll results in a fall from the halfway point of the climb (checked once every 100'), and multiple D6s of damage is generally going to splatter a low-level thief all over the flagstone. That's pretty rough. On the other hand, the thief's chance of success is 87% even without a possible dexterity adjustment (and here I'd only add +1% per ability "pip," rather than +5%) meaning there's very little possibility of failure even at 1st level. Cautious thieves making extensive climbs (requiring multiple checks) might make use of spikes and ropes to prevent falls once the first successful roll has been made (tying off at the 100' mark).

Hearing noise and finding traps has the same success chance for the 1st level thief as most other player characters (they hear like a demihuman and should never have less than the 1 in 6 chance of discovering a trap that any non-dwarf PC has); as such, performing those skills aren't any more "risky" than any other character (the only risk is in potentially failing to spot a trap or hear an opponent). Removing traps is another issue, and should always receive the suggested dexterity bonus. However, it's important to note that NO WHERE in the (B/X) text does it state a failure at trap removal results in springing the trap. The example of Black Dougal dying from a poison needle comes not from missing a disarm check but, rather, from failing to detect the trap on the chest, and then proceeding to open the chest anyway. It is likewise important to notice that Dougal still receives a saving throw (just as any other PC would) and at low levels requires a 13+ to avoid the traps effects. That's a bit like saying the character had an additional 40% chance of "deactivating" the trap (assuming that the trap is only capable of delivering its damage once) and that, I think, is a reasonable risk to take to save the entire party a bit of heartache.

[the 20% chance to remove (assuming DEX16+) + 40% chance to save results in an overall success rate of 52%...better than the chance to hit armor class 8 at as a 1st level character]

Hiding in shadows and moving silently are those skills that allow thieves to stealth around like ninjas, and have a low chance of success even with a dexterity adjustment. However, both interact powerfully with the surprise rules in B/X. Hiding in shadows allows the thief to become invisible in even the slightest darkness, though it is clear from the AD&D text that creatures with infravision will still detect a thief unless there is a nearby torch or heat source (like the kind that might cast shadows...*ahem*). B/X plainly states that infravision is useless even with in "magical light" (page B21), meaning thieves can feel fairly confident of remaining hidden in any situation where they themselves can see their opponents (i.e. due to the presence of illumination). In a fantasy setting like D&D, such an effect can seem semi-magical (a sudden vanishing into darkness), similar to the supernatural portrayal of the assassin's disguise skill in the television series Game of Thrones. There is no stipulation that the thief need be unobserved to perform the skill; a simple skill check allows the character to fade from sight instantly...and as well should provide complete cover (as per page B26). In a normal combat situation (with party members relying on light sources), a successful hide in shadows should allow the discreet thief to completely avoid injury except of the collateral variety (errant fireballs and whatnot). A hidden thief should be able to attempt a surprise roll (possibly at a bonus) with no possibility of being surprised herself, save by invisible creatures.

[creatures with powerful olfactory senses might be a different story, however]

Moving silently allows thieves to sneak up on (or past) guards and creatures, facilitating a better than usual surprise chance. Bugbears "move very quietly" and achieve surprise on a 1-3 "due to their stealth" and the thief who succeeds at her skill roll should receive a similar (and probably better) bonus. After all, the thief is moving silently, not just quietly; for me, I'd probably allow a successful roll to indicate automatic surprise for the thief (an opponent fails to notice the thief until she is already lunging for the attack). However, even on a failed roll, the thief should still receive the normal surprise chance of any other character (2 in 6 chance); thus, similarly to the "remove traps" skill, the chance of the thief to achieve her aim (surprise) is actually greater than the skill percentage would indicate: about 53% for a 1st level thief (assuming the +10% bonus of a 16 dexterity).

And a thief that obtains surprise should always be allowed her "backstab" bonus.

Finally, we have the somewhat problematic pick pockets skill. Problematic as the book's example shows the thief stealing from an NPC member of the thief's own party; even the basic class description contains the text:
As their name indicates, however, they do steal -- sometimes from members of their own party.
...which sets a fairly bad precedent, considering we want players to be working together, cooperatively. Fostering inter-party conflict is NOT conducive to long-term sustainability!

I know some folks use the skill as a catchall for any sleight-of-hand a thief might want to perform, but really, how many times do you need a stage magician in a dungeon setting? Not many.

No, let's look at the typical Oliver/Fagin-esque ability. Unlike AD&D with it's "dice for random item" method of determining what's been pilfered, no such stipulation is made in B/X; my assumption is that the thief can choose what she's going to lift on a successful check. And while I would NOT recommend stealing from one's fellow party members (NPC or not) there is, I think, an oft overlooked way the pickpocket skill is underutilized: as a means of escaping capture.

"Capture? I thought DMs were supposed to avoid imprisoning PCs because such de-protagonization sucks, JB." Be that as it may, PCs can still choose to voluntarily surrender...and why shouldn't they, especially when faced with overwhelming odds? Most intelligent opponents will accept surrender, rather than risk more bloodshed to their own people. Lawful species (dwarves, elves, etc.) can be expected to treat such prisoners humanely, and humans of any ilk will likewise prefer captives, either to prosecute under their society's laws, to attempt to secure ransom, or to impress their prisoners into labor (bandits and pirates might offer captives a chance to "join up"). Even cannibalistic humanoids are unlikely to butcher PCs that surrender, instead keeping captives alive for later consumption; killing them all at once would lead to "food spoilage," after all (and besides, by the time surrender comes, there might already be casualties fit for stew pots).

Here's the thing: being captured probably won't make PCs as vulnerable as one might suspect. It's not like they're going to be slapped in stainless steel handcuffs or leg shackles. They probably won't even be bound (being surrounded by armed warriors after divesting themselves of weapons being considered sufficient precaution). The characters will be marched off to whatever passes for a "holding cell" and thieves will have plenty of opportunity to pilfer the key to the cell, or a knife to cut cords, or some other useful item. Once secluded, the party will have ample opportunity to escape by whatever means the thief has managed to secure.

[or course, the thief may very well have her lock picks anyway. Unless the PC has some humongous reputation, she's unlikely to be recognized as a "thief" but rather a lower class (i.e. "poor") fighter...besides which medieval jailers are unlikely to do serious "pat-downs" for anything smaller than a hand weapon. Regardless, a successful pocket picking can allow the thief to purloin a key (removing the need for an open locks check) or a small knife (as a means of defense and backstabbing once escape has been obtained)]

The point being that the inclusion of a thief...even a first level apprentice...provides a party with additional options, not simply limited to fight and flight.

Thoughts? Are these ideas enough incentive?

Thursday, May 3, 2018

Incentivizing Thief Skills (Part 1)

Yesterday, I wrote about my re-kindled romance with the B/X system of Dungeons & Dragons and my need to address a couple of its (few) inadequacies. The first of these is a certain minimal level of survivability, to take some of the crapshoot out of the early adventure sessions (where a character can get themselves killed with a single unlucky roll). That probably deserves another post, offering additional reasons to use the proposed fortune mechanic, but first I wanted to address the other (glaring) barrier to sustainability: the lack of effectiveness found in certain classes.

This post will be about thieves; the next one will address magic-users.

I've written a lot about the thief class over the years...this will be my 20th post that includes the "thief" label. What can I say: it brings up a lot of topics for discussion. However, most of the thoughts I blogged in my last post on the subject still stand. I'll try to summarize them:

  • The thief character offers a unique play style focused on gambling that, thematically, fits the class rather well.
  • Removing thief skill checks (as I've done in the past) remove both this thematic play style, and removes the joy of development that comes from increased character effectiveness with advancement.
  • The skill percentages, as listed make the success chance so low as to provide no incentive (risk/reward) for attempting skill use at low levels.
  • The thief's lack of overall survivability (low hit points, low armor class) coupled with a lack of production makes for a character that few would want to play...at least not if forced to begin at level one.

One idea I floated in the post was the idea of adding a bonus to a thief's skill chances based on their Dexterity score: basically a +5% bonus multiplied by the standard B/X ability adjustment (+1 for 13-15, +2 for 16-17, +3 for 18). As DEX is the prime requisite of thieves, it is easy enough for beginning players to adjust the score upwards at chargen, ensuring a bonus of +5-15% to the beginning thief skills. But is that adequate? Let's examine how that looks:



Dex
9-12
Dex
13-15
Dex
16-17
Dex
18
Open Locks
15%
20%
25%
30%

Remove Traps/ Hide in Shadows
10%
15%
20%
25%
Pick Pockets/ Move Silently
20%
25%
30%
35%
Climb Sheer Surfaces
87%
92%
97%
99%

Do put this in perspective with actual thief skill progression in B/X, with the exception of climb sheer surfaces, a thief with a dexterity of 13-15 adds one level of effectiveness, 16-17 adds two levels of effectiveness, and a dexterity of 18 adds three levels of effectiveness. As a longtime B/X Dungeon Master, I've come to assume that most players will increase their prime requisite to 16 (in order to maximize their experience bonus), meaning most such PCs will be playing with the talents of a 3rd level thief.

[with the exception of the climbing, which is equivalent to an 11th level master thief]

Leaving aside the climbing skill, we see there are three basic percentages: removing traps/hiding (the worst percentage, i.e. most difficult), picking pockets/moving silently (the best, i.e. easiest), and opening locks (the middle difficulty, though requiring "thieves tools" for use...see page X10).

Comparing these to the attack tables, we see that the starting percentages are the same as a thief attempting to attack AC 0, AC 1, and AC 2...all armor classes rarely encountered by 1st level characters in B/X. Adding the proposed +10% bonus for a dexterity of 16 betters this to AC 3, AC 4, and AC 5...still difficult considering standard armor class for most creatures on the L1 wandering monster table top at AC 7. Is this enough of an improvement to encourage actual skill use by the 1st level thief?

The question is really one of incentive: does the possible reward outweigh the high degree of risk that comes with using one's skills?

Clearly there are potential benefits for using thief skills. Most allow the PC to reach treasure that might not be readily accessible, being guarded by traps and locks, located in hard to reach (high) locations, in the pockets of opponents, or in areas where stealth could enable the saving of resources (HPs, spells, etc.). But in many cases a frontal assault can prove far more effective: attacking guards allows the entire party to bring their might to bear, as well as providing a better chance of success (assuming the usual low level opponent types), and dividing risk among multiple participants. And who needs to pick locks when you can break a latch with an axe or crowbar? Is there any other possible incentive besides "looking cool?"

2nd edition AD&D was the first D&D edition to provide XP to thieves (*ahem* -- "rogues") for the use of their special abilities, at a rate of 100 per pop. That's 100 experience points for the successful use of an ability. Considering that the rate of advancement is nearly unchanged from B/X (1250 for 2nd level and 2500 for 3rd) AND that starting rogues can have skill percentages as high as 70% to 75% for non-climbing skills(!!), it's hard not to see this as another example of 2E's misguided design parameters. But the concept of awarding XP for skill use is not a terrible one.

How many legitimate opportunities does a thief get to try their skills in an average game session? Six to eight? Less? With an average success rate of some 28% (35% with a 16 dexterity and receiving a 10% bonus) we're talking some 200-300 extra XP per session. Quite a nice little bonus for a low level character, though one whose importance fades as the character gains levels and requires more XP to advance.

That being said, is it right to give the thief class such a bonus? Is it fair? Unlike XP for treasure and monster defeats, such individual awards...an incentive for the the player to attempt a risky maneuver...are going solely to one character. And it just happens to be the character whose class already has the fastest rate of advancement (well, until 11th level; that's when the cleric passes the thief in speed). Would such an incentive breed incentive in the non-thief players at the table? I can see the argument that the player is risking their own skin in a way that other classes aren't (magic-user's spells have no chance of failure and are generally performed at a distance, while front-line fighters have heavy armor and extra hit points to increase their survivability)...but still, there's a bit of inequity there.

What if the XP bonus was reduced to 50 points per successful skill use? Would this curb the possible resentment? Would such a reduction negate the thief's incentive of trying skills except in the most exceptional circumstances?

Here's the thing: the issue is one of base competence for the thief character. A 1-in-10 or 1-in-5 chance of success is not good enough for most folks to risk their lives...especially when any reward (i.e. treasure recovered) is going to be shared out equally amongst individuals who did not take part in the risk. And while a 1-in-3 or 1-in-4 chance (adding DEX bonuses) is a LOT better, there's still a lack of incentive to perform as required when alternative options (hacking and slashing) are available. Survivability is still a consideration here...dead thieves can't spend gold.

[and I would not allow thieves to spend fortune points when using thief skills...that removes the gambling aspect of the class]

So...what to do? Lacking the standard XP carrot (because going down that rabbit hole would probably lead to a bunch of house ruled individual XP awards for different classes, leading to the gradual drifting away of the the whole D&D reward system predicated on PCs working together for the common goal of getting rich)...*ahem* Lacking the standard XP carrot, I feel the incentive must come in the form of increased effectiveness of the thief skills themselves. More "bang for one's buck" is needed, to make the risk of failure worth the possible reward.

But as this post is getting a bit long, I'll write about that in a follow-up.