Following up on my previous post about a new skill path for DCC thieves, I give you the DCC thief-acrobat. Of course, absolutely none of this has been play tested.
In my previous Advanced Dungeon Crawl Classics (ADCC) post, I looked at a simple method for adding warrior subclasses to the rules. This led to some discussion on G+ of doing the same for the other classes. There’s some obvious room with the demihumans to do so, though it should probably be limited so humans remain unique in their variety. Personally, I feel that wizards are already strongly distinguished by patrons (and potentially the Arcane Affinity spell). Clerics are obviously distinguished by alignment (which I previously expanded upon), but I can imagine a scenario where clerics could be further distinguished by deity or type of service.
Thieves are also distinguished by alignment in the rules as written, though I believe it makes more sense to allow a thief to simply choose a path at 1st level. This effectively creates three thief subclasses in the rules and also provides a straightforward manner for adding more — new paths. Along those lines, I present a first crack at a new thief skill set, the Path of the Bard.
I’ve updated my Thief Skill Reference Sheet so that it can more readily be used by a thief-player as their primary reference for skills. Now each skill lists the which attribute modifier, if any, applies, and there’s a bit more room in the spacing for the player to write the character’s total bonus near the skill name on the sheet. I also added a section near the top to note which skill path the thief is following. As always, the updated sheet can be found in the Downloads section.
The carousing rules are based on the original rules by Jeff Rients, and Jeremy Deram came up with the simple way to make them jive with the DCC RAW experience system. One notable change is that I’ve made the consequences into a d100 chart. The original carousing rules has the PC make a save vs. poison, and if they failed the save they rolled a d20 for consequences. To determine the percent chance that there would be no negative consequence, I averaged the save vs. poison number for a 1st through 10th level fighter in Labyrinth Lord rules. As far as making some negative consequences more likely than others, that was purely personal choice.
All of the examples on the thief reference sheet are drawn from DCC RPG, save for the DC 10 pick pocket example, which I added myself.