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Mike Mearls Games
Mike Mearls Games

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Stop, Thief!

Attached to this post is the latest revision of the thief character class. A few notes:

Take a look at the revised thief and let me know what you think.

Comments

I'm also surprised to see so many combat abilities for the rogue. For me, the rogue is a thief with stealth, lockpicking, and bluff. However, I see almost none of these in the abilities. Regarding sneak attacks, I believe that D&D's perspective is wrong. The rogue shouldn't deal more damage because is rogue. It's attacking from behind, by surprise, that should inflict additional damage, and anyone should be able to do it if circumstances allow it. Except that the rogue will do it successfully 80% of the time because he is very stealthy, while the fighter will do it only in 10% of the cases, for example. Schemes are a very good idea by the way.

blueace

Where is a single feature that helps with stealing anything? All I see are combat abilities, yes the 'thief' can hide very well, climb sheer surfaces and move faster, but, inherently these class abilities scream a sneaky subclass of the fighter, not a character suited to stealing anything. This would fit right in with the skirmish wargame theme of 4th ed, but I fail to see anything here that actually contributes to being a competent thief. As well, this all still very much has the feel of 'pushing paper buttons' rather than trying to create an environment conducive to thinking inside the mindset of an experienced cut-purse or cat burglar. This shows little to no cognizance of the innovations in RPG design over the past decade, which was mostly stuff rediscovered from the 80s. Then again, I could say the same for 90% of RPG products currently on the market.

James S


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