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Tuesday, April 14, 2009

[RPG] The Thief-

(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved

Here we have the fourth of four classes identified as Iconic in the D&D games:

Thief-

Fight Die: d4
[1st: 100]

Proficiencies-
Armours:
* Light
* Medium
[400]

Arms:
* Simple
* Martial
* (Exotic, each individually)
[300]

Attack Bonus: +1
[300]

Critical Tests-
* Lifeforce : +7 (-1 -100)
* Health : +7 (-1 -100)
* Vigilance : +6 (-1 -100)
* Concentration : +7
* Experience : +7
* Reflexes : +4
* Control : +5 (+1 +100)
[-200]

Technical Skills-
* 2740 for (7) Skills at listed %
* 178 for Stealth Attack
-------------------------------
3818 @ 1st-Level

With these four classes statted-out for the Point-Design, the question now becomes:

'What do I do with players who want characters that go over the 3k limit?'

Obviously there are at least two solutions, namely, allow them to 'pay-off' the overages before advancing; or, to provide players with under-cost characters additional DXP to enhance their characters.

But, I'd like to suggest that adventuring parties for many years have successfully operated on un-balanced synergy between the plain-jane fighter and the zealous but un-initiated clerics, aided by the sapper-skills of the highly trained thief, not to mention the artillery officers, the magic-users.
Once the XPs begin rolling in, the lower-cost fighter will advance more quickly, unless s/he begins to add-on non-textbook abilities, followed by the thief, cleric, and distantly by the magic-user. That, many old-timers will tell you, is natural balance.

My reason for creating the Point-Design system for an Old School Emulator (OSE) was to avoid the ever-increasing specialised NPC and Specialist classes, each with their own XP progressions, and new, difficult to adjudicate powers that could easily prevent an otherwise reasonable character from being permitted into a more standard 'btb' game.
Virually any ability from published back-in-the-day sources, or those of the retro/simulacra games of today can easily be modeled in the Point-Design system, even if it requires a change of view.

I hope this preview has served to pique interests and allay fears.

2 comments:

  1. I really like your approach to this: the point buy system for an oldschool game to keep things from getting out of hand and establishing a set of controls. This nails down character options, but opens up roleplaying possibilities.

    ReplyDelete
  2. Bat,

    Thanks. :)

    Let's hope the rest of the setting and system-bits have appeal with the OS audience. :)

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