D12 Thief Skills

UPDATE: We have modified our table to more closely reflect the by-the-book numbers at higher levels.

One of the things we’re doing for our Labyrinth Lord-based homebrew game is to convert the thief skills over to a d12 roll-under mechanic from the standard percentile system. I used a d6-based scheme for my White Box Thievery system, but I prefer d12 here because we’ve got more potential levels to worry about and the finer progression of the d12 allows us to scale up more skills per level.

Currently, we’re increasing four skills per level advance. Also, the starting rates of most skills are better than 1st level by the book, but the progression is slower in most cases, meaning the thief is better in the earlier levels but slowly falls behind.


Pick Locks Find or Remove Traps Pick Pockets Move Silently Climb Walls Hide in Shadows Hear Noise Read Lang Cast Scroll Spells
1 4 3 4 3 9 3 3
2 4 4 5 4 9 3 4
3 5 4 5 4 10 4 4 3
4 5 5 6 5 10 4 5 3
5 6 5 6 5 11 5 5 4
6 6 5 7 6 11 5 6 4 3
7 7 6 7 6 11 6 6 5 3
8 7 6 8 6 12 6 7 5 4
9 8 7 8 7 12 6 7 6 4
10 8 7 9 7 12 7 8 6 5
11 9 8 9 8 12 7 8 7 5
12 9 8 10 8 13 8 8 7 6

In play, we will probably make use of a lot of modifiers depending upon situation. We will also specify the standard chances of non-thief characters (on d6) when attempting these things, though not all of them will be possible for non-thieves.

Magical languages can be read at half the chance (round down) of reading normal languages.

Casting spells from scrolls applies to magic-user and illusionist scrolls and the spell level is deducted from the chance to cast. Failure by rolling triple the target number or greater indicates that the spell has been erased from the scroll, otherwise failure simply means that it did not trigger and can be tried again. Failure by rolling a 12 probably indicates catastrophic and spectacular failure, however.

This has not been used in play yet, so feedback would be particularly welcome at this point.

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