Can the assassin or thieves have more proficiencies?
xLegionx
Member Posts: 197
Who agrees that all thieves and assassins should have a little bit more proficiency in their weapons? Nowhere near as much as a fighter of course but maybe atleast 2 maybe 3 stars? Who agrees?
- Can the assassin or thieves have more proficiencies?63 votes
- Thieves should be allowed a little bit more proficiency to their weapon styles!42.86%
- Nay, thieves really don't need more proficiency...57.14%
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Also thieves are better fighters than mages because they have better thac0 progression. Don't mistake battle prowess with weapon proficiency.
Possibly never gonna get changed anyway because of WotC and contracts, so yeah
EDIT: I'm fine with giving them the same THAC0 progression as Clerics though.
If you say a thief practices with his weapon increasing his proficiency to fight fair then obviously he is either a multiclass/dual class fighter as he no longer feels that he needs to focus solely on fighting in the shadows or unfairly.
I disagree with more than one star in a weapon slot. I think that's a warrior only benefit (with swashbuckler being a fun exception). Mind you Swashbuckler is a pretty insane kit by itself.
I like the idea of letting rogues max out on weapon styles. No extra proficiency points, just a higher maximum on styles.
I wasn't aiming for a discussion about how to best represent a group from history, though those can be tons of fun. I was making a comment about game balance. Spell-casting is, in general, a greater power than thieving abilities or backstab. Spells can kill, revive, alter or persuade - they can pretty much do anything. Clerics get spell-casting and more access to armor and better fighting abilities than thieves. They also get one of the fastest level advancements in the game, too.
I like the cleric class and am in no way implying it should be changed - great class. I'm implying the Thief gets a raw deal. Increasing access to weapon styles doesn't make the thief any more sturdy in battle - still low HP, high AC. But it does make them a little more deadly. And I don't see a logical reason why weapons training would be so limited in the Thief when specialty rogues (eg: Rogue and Ninja) have such great weapon access. Assassins, who have crippled thieving abilities, still have terrible weapon access despite the fact their primary job description is apparently to kill people.
In later editions, they gave the two cleric and thief classes similar fighting ability, and I think that's the best compromise. However, they let the cleric keep the high HP and armor access, because, much as you said, clerics are intended to be martial characters at the front lines.
What I'm saying is that everything you say is true, but to me, who plays both 1e and 2e (and could give a crap about later editions), its all irrelevant. Now, all that said, somebody else on this forum pointed out to me that they didn't have a problem with anything about 1e and 2e as far as pen and paper games, but video games need more balance. That's a good and fair argument. My own feeling, though, is that if no character class is unplayable, I don't really worry about balance.
I haven't met a 1st edition player before...wasn't elf a class in that edition? Wouldn't mind trying a game of that sometime...
I might be falling in love. LOL ;-)
@Silence Pen and Paper will always have its own balance. I've noticed a trend of people who roleplay tending to stick to PnP whereas people who roll play tend to stick to videogames. While both playstyles are entirely valid, they require different kinds of attention. PnP is often more about the experience, whereas VG is more about overcoming challenges. Overcoming challenges is fun, but only if the player doesn't feel deliberately cheated out of being effective.
Now, as for the topic at hand, I personally believe that thieves and the like have plenty of proficiency as it is. They are passable combatants with a very wide range of utilities and some very nasty abilities in traps and backstabbing. I'm pretty sure that people who think thieves need a boost in combat effectiveness are either A) not using them properly or don't take into account the non-combat abilities that thieves have.
@reedmilfam One of the parties I GM'ed nearly got killed by giant centipedes in that module. I have tons of dice, so instead of rolling 1d20 multiple times, I was rolling 10d20's all at once. One round, I rolled 6 20's. The players nearly died (not to mention their PCs!)
Even the DM answers to somebody...
I like to believe there is a compromise between the PnP version of the character and the video game version that can be achieved with very minor tweaking. I don't like the idea that an RPG necessarily has to cater to one playstyle.
@LadyRhian: My mistake, you're totally right. 1st ADD had the half-orc as a base race and the assassin as a base class. it is also had a wicked and very multi-talented version of the ranger, a crazy version version of the monk and several different versions of the bard.
If there's anyone who should be able to put a second pip in weapon specialization, it's the Bard. Poor sod.
@LadyRhian I think its neat reading how other DMs adapt material to their campaign. I ran the U series also, but I replaced the town of Saltmarsh with the town of Ylraphon (little port next to the flooded forest on the north end of The Vast).
Edit: Er Thac0