| Post/Author/DateTime | Post |
|---|---|
| Kroell07-18-04, 03:15 PM | I have a rogue that wants to spend his free time stealing, but I don't want to mess around with having him do a side adventure. Instead I want to do a few simple rolls and have him gain the extra money (or suffer consequences if he rolls bad). Does anybody have rules on this that they have found to work good? |
| chris747607-18-04, 03:25 PM | rogue |
| DrMorganes07-18-04, 03:27 PM | Look here (http://boards1.wizards.com/showthread.php?s=&threadid=269816&highlight=stealing) |
| darkwarlock111407-18-04, 03:47 PM | He could take Profession(stealing) as a skill and then use the rules for profession. |
| Cymraegmorgan07-18-04, 04:09 PM | Pickpocketing her way through the marketplace is fun in the sun dangerous for a cash strapped Rogue. This a great setup for a wide variety of future plot points. If her Sleight of Hand skill is up to par, Tiffy can earn quite a few pretty pennies. And what is that odd iron medallion she lifted from the fat foreign merchant? Does she notice the Farmer's Friends Guild detective trailing her? If Tiffy wants to go down the B&E route, that requires side adventures and more prep. I don't think Profession(stealing) would provide enough fun for you or her. |
| TieraStarr07-18-04, 08:19 PM | I was going to suggest using the Sleight of Hand skill like craft or profession - roll a profession check and earn half that result as gp in a week. Consequences on the other hand are more complex. Perhaps if your sleight of hand result is less than DC10 you have a chance of getting caught - perhaps equal to (20 - slight of hand skill)%. For example, if your sleight of hand skill modifier is +4 and you spend two weeks pickpocketing in the market place, you roll 2 d20's and get 13 and 3. You earn 8½gp in the first week and only 3½gp in the second week. However since your check in the second week is only 7 you have a 16% chance of getting caught (roll percentiles). Alternatively, you could take-10 on both rolls instead of rolling and thus earn 7gp per week, with no chance of getting caught. PS: The above should only apply in a good sized town or city. For a small town, change the income to silver pieces and and use DC5. For a village or hamlet, change the income to copper pieces and use DC0. |
| Autosponge07-18-04, 08:19 PM | Use profession rules. |
| TheAntar07-18-04, 08:26 PM | I thought the take-10 and take-20 rules specifically state "if there are no consequences for failure" then a character may take 10, no? If so...how would one take 10 on a sleight of hand check? |
| TieraStarr07-18-04, 08:31 PM | You cannot take 20 if there are consequences for failure. (take-20 represents the concept of try-and-try-again) You cannot take-10 if you are in a stressful situation. (take-10 represents a typical execution of a common task, neither excelling nor making major mistakes) |
| DrMorganes07-18-04, 10:11 PM | *sigh* I presented an option for using Sleight of Hand as a Profession-type skill in the link above. So much for links to existing topics... |
| danielinthewolvesden07-19-04, 05:34 AM | Doc's link is really pretty good. But do you really want to encourage evil behavior? |
| rogue_lettuce07-19-04, 07:01 AM | Originally posted by chris7476 rogue Prepare to die by the wrath of Blainetog. Prepare well. http://boards1.wizards.com/showthread.php?s=&threadid=276249 |
| der_gogo07-19-04, 07:39 AM | Originally posted by Kroell I have a rouge that wants to spend his free time stealing, but I don't want to mess around with having him do a side adventure. Instead I want to do a few simple rolls and have him gain the extra money (or suffer consequences if he rolls bad). Does anybody have rules on this that they have found to work good? I would just let him roll Sleight of Hand for every day he wants to spend stealing: DC he has beaten: <10: Immediately caught by the city guard <15: No income 15+: 1d6 copper 20+: 1d6 silver 25+: 1d6 gold 30+: 3d6 gold 35+: 10d6 gold Afterwards you roll a Spot check like that: 1d6 + 1d20 = Spot check (the 1d6 because sometimes there is a commoner with higher wis/spot check, sometimes not...) If the Spot check is higher than the Sleight of Hand check he is seen and has to run fromthe guards etc. and maybe gets imprisoned. If he wants to steal more than that, it has to be a small sidequest, e.g. he has to find a wealthy merchant himself etc. This is of course quite hard because those people have guards etc. |