Again, as the fighter, this is essentially the same as in the core rules(using the progression in BX and OSE as opposed to BECMI or the RC), with a few clarifications on the Rogue skills:
For Climb Sheer Surfaces a 30% penalty is applied if partially encumbered, and a 60% penalty for encumbered. this references my encumbrance rules which I'll discuss at some point, but could also be used with most encumbrance systems. The basic rationale is that its hard to rock climb while carrying a lot of stuff(think of the scene in princess bride when andre the giant is slower than the man in black).
Hide in Shadows requires the rogue to be in cover, whether that is deep shadows, hiding behind a tree, or rock, or furniture. the thief must actually be hidden, they cant just disappear while standing in plain sight. of course this means that if there is no cover available, they can't hide. This stipulation will also apply to the hiding ability of other classes(garden gnomes aka halflings).
Move Silently requires that the rogue be unencumbered, it's hard to be silent while carrying a lot of stuff. This is why most rogues wear light or no armor. In general Delvers and Denizens is less proscriptive than the original rules; outright bans are replaced by disincentives.
Pick Pockets allows for more than just picking someone's pocket, it covers any general case of sleight of hand or legerdemain.
For Hear Noise I've rolled searching for room traps(as opposed to treasure traps, as explained in OSE) and secret doors into the same category. These are all things any PC can do, the Rogue is just better and gradually improves as they gain levels.
Traps includes the setting of treasure traps and not just detecting and disarming. I also allow this roll to be repeated ad infinitum, so essentially the player is rolling to see how long it takes to detect or remove a trap, not if it is possible. However each reroll entails a 2/6 chance of setting off the trap, so there is some danger involved.
I also allow Open Locks to be repeated, so that the roll is a test of how much time it takes to pick the lock. Any roll of 100 always results in failure, jamming the lock with a broken pick, breaking the locking mechanism etc. The standard % roll is to pick the lock in a single round, but if the rogue wants to be sure of success (and has the time) they may take a full turn(10 minutes) to pick the lock and automatically succeed as long as they don't roll 100. Of course the chances of success both in a round or a turn can be adjusted based on the quality of the lock.
For Backstab I added the clarification the victim must be humanoid in form as the rogue would be trained to know the best places to kill a human, and not some non-human beast.
I exchanged the ability to Read Languages with the Encryption ability. I think it fits with the rogue theme better, it still allows the rogue to 'read languages' simply hidden ones instead of spoken languages. Basically this allows the deciphering of encrypted material or the rogue can do the encryption themselves. This ability includes forgeries, coded messages, special inks, etc.
I got rid of the Scroll Use ability of rogues because I don't think it fits with the theme of other mundane abilities a rogue has access to. Also, based on my revising of Vancian Casting, anyone can memorize a grimoire and cast a spell, with a certain degree of risk involved. I thought about replacing this ability with something else, but haven't been able to think of anything appropriate and that mirrors the ability like encryption does for read languages.
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