Further reflection, feedback from readers, and a lot of discussion with my son have led me to make some changes to our D12 thief skill table. What we’ve essentially done is get the 12th level numbers to match up with the 12th level numbers in the source (Labyrinth Lord). I’ve pretty much kept my higher starting rates, though, as I’ve always felt that the numbers were too low.
My son sat with me and we worked these over until we were both happy. The numbers are, in most cases, more or less similar to the official LL numbers starting around level 8 or 9.
I also upped the cast spells from scroll numbers some, though we’re ruling that the scroll must first be read (read magic is at read languages -2 rate) to know what it is. Casting from scrolls number is -1 per level of the spell, so a 6th-level thief trying to cast a first-level spell would need to roll a 2 or less on d12.
We also added an “appraise items of value” skill, something we already had but had not put on the table.
In my games, the thief is much more than a lock-picking, trap-finding specialist. He’s a lot more in the vein of the “rogue” of later editions, though his combat skills are not anything like those super-ninja versions. Now that I’ve got the higher-level thief skills back to where they originally were, I’m going to have to revisit the thief advancement numbers in our new XP system. I thought I had all the classes locked down, but this is all still in flux. (I hope to post on our advancement system next week if I can get multi-classing finalized.)
Thanks for the feedback so far and I’ll welcome more.