I read through this article just this weekend and have to admit I’m a bit embarrassed. A lot of what is in the “Delvers Delve” article by David Bowman in the latest issue of Fight On! sounds very much like the reasoning I put into my take on the thief, right down to using a d6-based check for all skills.

Now, despite some glaring similarities, there are some big differences. First of all, most of the skills start off with a 2-in-6 chance for success, while I decided to start nearly everything off at 1-in-6. However, this is actually something I’ve been mulling over as my write-up languishes in “2nd Draft” status. I wonder if the skills at the higher levels are really good enough, and one possible solution was to start everything off a bit higher. Say, like giving a 2-in-6 chance for success.

More importantly, Bowman’s Delver takes two approaches, the first being a bonus to some skills based on a character background and the other being a dedicated Delver class. Neither of these methods is what I went with, having decided that thievery in the game could be best handled by making thievery an “add-on” sub-class option to a character’s standard class.

However, there are plenty of similarities here, particularly when I compare his full article to the extended write-up I have been working on which includes more details than the one-page proposal I’ve published so far. I will have to look this over and consider what’s written. I’ll also have to make sure that I don’t just steal stuff outright.

There’s a lot of good stuff in Fight On! #4, but so far this is the piece that I’m digging the most.

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2 Comments to “The Delver in Fight On! Magazine”

  1. kelvingreen says:

    I’ve amended my Labyrinth Lord thieves to use a d6 for skills, mainly because I’ve never liked the sudden break to percentiles, but also to keep it in line with the other classes’ “skills” and perception abilities. So it’s not too uncommon a change, I’d guess.

    • Kilgore says:

      Yeah, I have seen others use that, too. Right now I’m hip deep in a Labyrinth Lord campaign where my son plays a thief, and the hear noise in that game is d6-based, which I believe is how it was done in 1981 B/X. So you’re right that using d6 for thief-type skills isn’t too uncommon.

      At first I was a bit shocked to see that so much of the reasoning I had for doing my White Box Thief the way I did seemingly replicated in Bowman’s Delver write-up. I was wracking my brain trying to make sure I hadn’t seen it somewhere earlier on a message board or something and then unconsciously ripped it off wholesale. (As far as I can recall, I had NOT seen it previously.)

      But after the initial wave of “WTF?!?” wore off I realized that A) I *had* been inspired by many things that many people had written and proposed, and B) the main reason I liked my solution was because it made a lot of sense, and C) if it made sense to me, something very similar would certainly make sense to others.

      For the record, I’ve been waffling on a couple of things, one of which is the starting skill level. The Delver article really has got me leaning toward upping the chances a bit for some of the skills.

      I’m not going to change anything until after Knockspell magazine #2 comes out, as it’s going to have a lot of S&W thief coverage.