Post by David on Aug 8, 2005 14:19:31 GMT -5
Howdy folks,
There have been several discussions lately with what to do with/to thieves and fighter/thieves wearing armor heavier than leather. I'd like to discuss the options...
First off, in the original Player's Handbook under the Multi-Classed Character entry, it says multiple times "As with all thief class combinations, however, any functions as a thief are under the restrictions of that class with regard to armor, i.e. only leather armor and no shield." So that would SEEM to be a clear indication that characters with a thief class must wear nothing heavier than leather armor.
But then comes the Unearthed Arcana with rules for what to do with a thief who is wearing studded leather, or elven chainmail, or even heavier armors. Suddenly, it seems like a thief can wear whatever they're willing to live with the penalties.
Now, neither solution really works for me. I really dislike the "straight-jacket" idea that an especially creative individual like a thief cannot once in a while don heavy armor (perhaps as a disguise?!) and still earn some eeps. But, at the same time, I also really dislike the idea of fighter/thieves strapping on chain or plate and "holding their breath" through the lower levels to suddenly become master pilferers even though all their eeps were gained in combat.
Indeed, this brings up a nice parallel with characters CHANGING classes, but relying on being a "meat-shield" to earn eeps in the new class.
So, what I propose is the following:
Since combat is a tertiary function of thieves, then some "meat-shielding" is okay. If a thief (either single- or multi-classed) wears appropriate armor (leather, no shield, no helm), then she gets eeps for the game as long as she's useful in some way.
If the same character, however, VIOLATES her armor restriction then she gains NO EEPS for her thief class for the game UNLESS she successfully uses her thief skills in a meaningful way during the game (DM's discretion -- don't rule lawyer it!). So backstab might be HALF eeps, but picking a pocket or climbing a wall in a dangerous situation while wearing heavy armor would be FULL eeps. Naturally, finding traps and opening locks while still in the armor would score too.
Likewise, if a character is changing classes to something OTHER than a fighter, that PC MUST use some skill from the new class in a meaningful way (DM's discretion again!) during the game or earn only one HALF of normal eeps.
This will allow fighter/thief and even thief PCs to "suit up" in combat scenarios without a total forfeit of eeps but still discourage this as a routine behavior.
And, as always, creativity is encouraged for all classes. Coming up with a plan is a major function of mages and thieves (one smart, the other tricky). Caring for the wounded and dying is a clerical skill for most gods. Heck, being a pair of hands will probably get a PC at least HALF if not full eeps, so long as no class-specific skills are being broken.
There have been several discussions lately with what to do with/to thieves and fighter/thieves wearing armor heavier than leather. I'd like to discuss the options...
First off, in the original Player's Handbook under the Multi-Classed Character entry, it says multiple times "As with all thief class combinations, however, any functions as a thief are under the restrictions of that class with regard to armor, i.e. only leather armor and no shield." So that would SEEM to be a clear indication that characters with a thief class must wear nothing heavier than leather armor.
But then comes the Unearthed Arcana with rules for what to do with a thief who is wearing studded leather, or elven chainmail, or even heavier armors. Suddenly, it seems like a thief can wear whatever they're willing to live with the penalties.
Now, neither solution really works for me. I really dislike the "straight-jacket" idea that an especially creative individual like a thief cannot once in a while don heavy armor (perhaps as a disguise?!) and still earn some eeps. But, at the same time, I also really dislike the idea of fighter/thieves strapping on chain or plate and "holding their breath" through the lower levels to suddenly become master pilferers even though all their eeps were gained in combat.
Indeed, this brings up a nice parallel with characters CHANGING classes, but relying on being a "meat-shield" to earn eeps in the new class.
So, what I propose is the following:
Since combat is a tertiary function of thieves, then some "meat-shielding" is okay. If a thief (either single- or multi-classed) wears appropriate armor (leather, no shield, no helm), then she gets eeps for the game as long as she's useful in some way.
If the same character, however, VIOLATES her armor restriction then she gains NO EEPS for her thief class for the game UNLESS she successfully uses her thief skills in a meaningful way during the game (DM's discretion -- don't rule lawyer it!). So backstab might be HALF eeps, but picking a pocket or climbing a wall in a dangerous situation while wearing heavy armor would be FULL eeps. Naturally, finding traps and opening locks while still in the armor would score too.
Likewise, if a character is changing classes to something OTHER than a fighter, that PC MUST use some skill from the new class in a meaningful way (DM's discretion again!) during the game or earn only one HALF of normal eeps.
This will allow fighter/thief and even thief PCs to "suit up" in combat scenarios without a total forfeit of eeps but still discourage this as a routine behavior.
And, as always, creativity is encouraged for all classes. Coming up with a plan is a major function of mages and thieves (one smart, the other tricky). Caring for the wounded and dying is a clerical skill for most gods. Heck, being a pair of hands will probably get a PC at least HALF if not full eeps, so long as no class-specific skills are being broken.