This system is rough right now and is based loosely on "The Lamentations of the Flame Princess" and several of the other articles including d6 and 2d6 thieving, Thieves and Rakes, and 1d6 thieving.
It was inspired by a blog post (now lost) suggesting that thief abilities be given to everyone.Its also lets me use the d12 a bit which I really like and works easily with existing abilities (double them)
1st things first,
The thief class advances as per your system of choices , saving throws, weapons and such remain the same though where the class hit die is a d4 it is raised to a d6
However the thief skills have changed. Instead these are called adventuring abilities. Anyone can use them and all of them start at an 11 or 12 on a D12.
These abilities are as follows (some taken from LOTFP)
Sleight of Hand
Everyone gets 2 points at L1 and 1pt thereafter to add to one of these abilities. In addition Dex or Str mod applies when light or no armor is worn.
Thieves however as specialists get 4 at L1 and 2 points thereafter. At higher level additional abilities such as disarm magic locks and traps, wall running and others may be learned with DM permission.
Well that should cover it. What do y'all think?
A note on my Spider Cult of Mirkwood Campaign posts - As you may have noticed, I’ve posted a lot about this campaign over the past day or so. The reason: my *Adventures in Middle-earth* campaign is starting up...
4 weeks ago