We have a lot of the same ideas, although you missed that in addition to fixing the thief I'm also blanket answering questions like "Ok, so what happens if the non-thief wants to climb walls or move silently?" Also the full design (and understanding it) may require a full NWP (for thieves)...
I feel like this is a preference rather than a real need. At low levels of RAW, thieves already have good saving throws across the board. The very slow improvement of their saves is the problem, a problem that I solve by giving them even better saves across the board to start with. I wouldn't...
I never really suggested this couldn't be a possibility.
Who said anything about mortals? For one things, there is no reason why mortality would exist in either of the stated end conditions that I postulated, as in the first case no one ever dies and in the second case no one is alive to die...
I personally don't like having the Rogue archetype limited by alignment, but the 1e AD&D class is tied heavily to being a thief and I can't really deal with that without making it feel more Rogue and 3e D&D.
I could totally see adding the very marginal weapon proficiency options that no PC is...
This thief is competitive in play with a fighters or M/U at higher levels (10th+). Maybe not better than those classes, but at least not so inferior that you'd always prefer to replace the thief with a fighter or M/U with the same XP. A 23rd level thief might not be nearly as powerful as an...
When I got the chance to play I almost always played a thief. I didn't really think hard about balance or optimizing until I was well into college with a lot of years of experience behind me. And when I did think about it, I realized how frustrating, stupid, and underpowered the thief class...
Not necessarily. While it is true that one of the more common railroading techniques is "Small World", where the only thing interesting to do is the thing that you have prepared the players to do, it's not necessarily a failure of simulation or world building that there isn't a really...
I would so love to engage with this but these threads are always on such shaky ground from the board rules, but yes, I think you are very much on the right track.
I think as nerds one way this really comes out in in comparing the original Star Wars trilogy which has a very traditional...
So, I think it is helpful to think about what we mean by "True Neutrality"
Neutrality in general is indifference to all the other claims by all the other alignments. Neither in weal no woe, creation or destruction, self nor in community, objectivity nor subjectivity do neutrals find any real...
Fair. To successfully roleplay "lower" correctly you have not primarily have aesthetics related to winning. Otherwise the temptation to use your high personal attributes in place of your character's low attributes tends to be too great. But it's I think easier to pretend to be more stupid, or...
All three mental attributes are equally hard to roleplay if you are trying to roleplay a character which has a higher attribute that you yourself have, especially if the gap is glaring.
I think it would be fair to say that the answer to the question, "What is railroading to you as a player?" is "When I'm a player and I think, "I could do this better."".
I like weather generation systems, but for the last 20 years or so rather than programming one or rolling the dice at the table I just look up the weather at some real-world location and that becomes the weather for the day in the game. I can track things down to the hour that way.
The...