Thread: Thieves
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Old 11-30-2022, 11:54 PM   #38
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Thieves

Quote:
Originally Posted by tbone View Post
Thank you for the kind words. It's interesting that players in both DF/DFRPG and D&D raise complaints about the thief being overshadowed. It's fun profession to play (in my experience), so I welcome any ideas for removing those complaints.
Thieves have two fundamental issues: they try to be good at both DX and IQ skills, and they try to be good at IQ skills without being a spellcaster. The way GURPS works, the first is almost always doomed to failure in high point games, and the second is just not particularly efficient. The easiest fix is probably something like:
  • Make Perfect Balance optional (and expect to see it vanish from every character sheet; it's a terrible advantage)
  • Make Flexibility optional (not actually a bad advantage, but not so good or thematic that it should be on every sheet)
  • Reduce base IQ by a point.
  • Increase base DX by a point, without adjusting basic Speed.
  • Add a level of some really bogus Thief talent. I like Filch, Pickpocket, Search, Stealth, Streetwise, Traps [5]. Allow more levels with points.
  • With the above savings, increase flex points from 30 to 50.
  • Add Charisma to available options.
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