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Old 03-06-2020, 11:28 PM   #11
Balor Patch
 
Join Date: Apr 2013
Default Re: The necessity of thiefs

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Originally Posted by tbone View Post
I think that part about GM involvement is really key.
Published adventures don't help here. They do usually have some trapped or meteoric locks so the barbarian has to bleed to open them while the wizard sadly shakes his head. Mostly though, bashing doors is like playing bagpipes after midnight: it attracts wandering monsters, they get mashed, and the party goes on.

That's locks. When it comes to filch, pickpocket, and sleight of hand I don't remember any uses outside of Pagoda of Worlds. Forging and counterfeiting are also rare, although not entirely unexamined.
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Old 03-07-2020, 07:23 AM   #12
DouglasCole
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Default Re: The necessity of thiefs

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Originally Posted by Balor Patch View Post
Published adventures don't help here. They do usually have some trapped or meteoric locks so the barbarian has to bleed to open them while the wizard sadly shakes his head. Mostly though, bashing doors is like playing bagpipes after midnight: it attracts wandering monsters, they get mashed, and the party goes on.

That's locks. When it comes to filch, pickpocket, and sleight of hand I don't remember any uses outside of Pagoda of Worlds. Forging and counterfeiting are also rare, although not entirely unexamined.
For what it's worth, Kyle has a few quite novel uses of oddball thiefy skills in Dragons of Rosgarth.
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Old 03-07-2020, 08:17 AM   #13
Dalin
 
Join Date: Dec 2009
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Default Re: The necessity of thiefs

The only dedicated thief I've seen in any of my DFRPG games thus far was when folks picked up Kromm's pregen, Sir Godfrey Stephen Hauteville. He's a fun character, but hardly a traditional thief. In all of my other games, one of the other characters (bard or scout) has picked up a few key thief skills.
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Old 03-07-2020, 10:46 AM   #14
Michael Thayne
 
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Default Re: The necessity of thiefs

Kromm, years ago:
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I don't think you can leave out the scout and thief, though . . . they're the outdoor and indoor sides of the "not getting bushwhacked" coin. Without one of each, the PCs will spend a lot of time being jumped, trapped, and tricked. How you get your melee firepower and spells is less vital. Just about any warrior template can bring melee to the table. Sacred spells are easier to grasp than wizardly ones, owing to the lack of prerequisite chains and a smaller list that doesn't induce decision paralysis.
I'm not sure I agree with the "needing both" part—skills that are useful for not getting bushwhacked indoors will also be useful for not getting bushwacked outdoors and vice-versa. And they aren't the only two options—if you aren't specifically dealing with a lot of mechanical traps and locks, Assassin (from a sidebar in Ninjas) might be preferable to Thief. That said, I have seen parties get a lot of mileage out of a guy who can sneak ahead and take out sentries. It's not just about disarming traps. Stealth is really value if the GM isn't just expecting the PCs to charge headlong into every fight.
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