Two Rule Questions From ITL / Melee
1. Do Polearm-using fighters engage opponents who are two hexes distant in their front arc?
2. The IQ 12 Talents section has an entry for “Thief” which notes that Thief is a job, not a talent. Fair enough ... but is there any significance to this non-talent appearing in the IQ 12 talent list? It seems like most of the thief-like talents are already IQ 11 or lower... Thanks! |
Re: Two Rule Questions From ITL / Melee
I can answer this one for you.
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Re: Two Rule Questions From ITL / Melee
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Re: Two Rule Questions From ITL / Melee
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Re: Two Rule Questions From ITL / Melee
Gotcha! So it's the equivalent of when a technical manual has a blank page except for the phrase "This page intentionally left blank." :-)
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Re: Two Rule Questions From ITL / Melee
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The old Thief Talent was broken up into a couple new talents. When I found the placeholder I was happily surprised. Splitting Thief up made more sense than a 'thief' talent. This is the text from the old ITL book. I hope I don't get a visit from the MIBs for this. THIEF (2). Ability to pick locks and pockets, and commit similar acts of depredation. To pick an ordinary lock, roll 3 dice vs. DX; you may try once per minute until you succeed. This skill is useless against magically locked doors, and some locks require more than 3 dice to pick. Roll 3 dice vs. DX to pick a pocket or steal a purse; failure means you're noticed. Roll only 2 dice if some distraction is arranged to fool your victim. The Thieves' Guild teaches this talent; see THIEVES' GUILD. A non-thief may attempt to pick a pocket (rolling 5 dice). A non-thief trying to pick a lock rolls DOUBLE the number of dice that a thief would. Now you know... the rest of the story. |
Re: Two Rule Questions From ITL / Melee
Exactly; it's just a tongue in cheek note to players of the original game. I too really like the disassembled version, as it makes it easier to mix and match relevant abilities to create characters who are not thieves but also not not thieves (e.g., an Indiana Jones type).
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