Each of the other classes has a fairly unique way the class is run to provide mechanical difference to the play. (
1. Wizards lose spells on failure, corruption chances, etc
2. Cleric have a disfavor of their Deity by a possible negative cumulative chance for casting spells
3. Warriors get MDoA actions
But what do Thief's get? Held upside down and shaken?
Right now the Thief is the skill class. They get a bunch of different skills for their actions. But no really cool class mechanic that screams unique.
For those that played in the play tests, what do you think the thief should get as a mechanic?
Several ideas would be
- to do a STA (Sneaky Thief Action) type ability. Where instead of getting a +5 on his pick lock roll, he would roll a d20+d10+DEX or INT bonus. If they roll a X or higher then avoid the failed result on missing the roll. (where X would be the trap level)
- Be able to steal abilities from other characters. They would have a chance to pull off an ability of another class... MDoA or cast a wizard spell. Not sure how a cleric would fit in here yet.
- Do a little more of a 2e thief where they would be able to put different dice points into various thief skills... or even combat skills. This would work in conjunction with the option above as they would decrease thief abilities to gain a chance to do MDoA or cast a wizard spell.
1. Back stab: As written it is very 1e-ish. And basically not terribly useful.
2. I had a second one here, but it just escaped me....
Just is not really a hard and fast idea out here, but instead it is a jumping off point for (hopefully) a brainstorm of ideas.