My final musings on this. Some pretty cool stuff thanks to this thread, and it’s convinced me (on paper at least) that making these adjustments for thief PCs will enhance gaming at my group’s table. I plan on giving the following a go in my next session and see how we like them (currently a 3rd level thief in the party). I must admit that I’m torn over whether the equipment + a few key rules additions approach, or the thief skill chart re-write approach is better. I think they’re both equally good, but I want to try this one out simply because it just feels cool. If I find the thief player struggling with applying these adjustments to thief skill attempts, then I’ll consider the chart approach.
Anyway, it should hold us over until Heroic Fantasy ACKS is published!
NEW EQUIPMENT
Thieves’ Tools Companion Kit: A companion set of tools to use in conjunction with the standard set of thieves’ tools, this set includes drills, pliers, scissors, rods, blocks, pads, tweezers, shims, and a magnifying glass. A thief using this kit in addition to a set of thieves’ tools gains a +2 bonus to proficiency throws to Open Locks, Find Traps, and Remove Traps. Cost: 35 gp.
Adventurer’s Harness: Also known as a burglar’s harness, this is a set of belts, straps, sheaths, and cases designed to securely fasten items to one’s body without hampering movement. A character wearing an adventurer’s harness can ignore 1 stone’s worth of equipment when calculating encumbrance. It cannot secure heavy items, or coins and similar items. It cannot be worn over armor heavier than chain mail. Cost: 10 gp.
THIEF SKILLS (ADDITIONAL NOTES)
Move Silently, Hide in Shadows, and Climb Walls: Characters with these skills can increase their chances of success by being light on their feet. If the character’s encumbrance is 4 stone or less, he gains a +2 bonus to proficiency throws for these skills. If the character’s encumbrance is 2 stone or less, the bonus is +4.
Open Locks: A thief can attempt to pick a particular lock multiple times. As long as the previous failed result was more than half the result needed to succeed, he may make another attempt.
Example: a 1st level thief needs an 18+ to pick a lock. His proficiency throw results in a 10. He fails, but may try again. His second attempt is a 17. He fails, but may try again. His third attempt is a 9. He fails, and any further attempts to try that lock automatically fail until gaining a level.
Find Traps: If the thief fails a proficiency throw to Find Traps by 4 or less, he knows a trap exists (if there actually is one), but does not know its exact nature.
Remove Traps: A thief can attempt to disarm a trap multiple times. As long as the previous failed result was more than half the result needed to succeed, he may make another attempt.
Pick Pockets: A thief can try to suddenly grab an item without regard to being noticed – doing so grants a +4 bonus to the proficiency throw, but the intended victim automatically notices regardless of whether it succeeds or not. The item may not be a weapon in hand (that’s a disarm attempt).