I’m working on a hack of Moldvay/Cook/Labyrinth Lord, and while I probably won’t make my players roll in order (yeah, I’m a wuss that way) I’d still like at least one class that draws an XP bonus from each stat. The thief, of course, is already there for dexterity, but for various reasons that have been tossed around the ‘net for a while now, I’m not crazy about the thief.
So here’s my attempt to create a dexterity-centered class I’m calling, for lack of a better option, the rogue:
Obviously, the prime requisite is Dexterity, and a Dexterity score of 13 or greater will earn the rogue a bonus on earned experience points.
RESTRICTIONS: Rogues use six-sided dice (d6) to determine their hit points. They may not wear any armour or use shields. They may use any one-handed weapon, spears, and staves. They may also fight with a weapon in each hand.
[ In my hack, single-handed weapons do 1d6 damage, two-handed weapons do 2d4 damage, and fighting with a weapon in each hand lets you pick the best of single roll of 2d6. Generally, the longer weapon goes first, while those fighting with a weapon in each hand go last.]
SPECIAL ABILITIES: When striking unnoticed from behind, the rogue gets a +4 to hit and inflicts twice the normal damage.
Rogues roll on their own to-hit table. Here’s a sample from levels 1 through 4, since the whole thing won’t fit here easily:
AC To Hit
9 10
8 11
7 12
6 13
5 13
4 13
3 13
2 13
1 18
0 19
-1 20
-2 20
-3 20
The rogue also acquires magic-user/elf spells according to the following table:
Spells
Level 1 2
1 1 *
2 2 *
3 2 1
4 2 2
5 3 2
6 3 3
7 4 3
And here’s the XP chart:
Spells Level XP Hit Dice 1 21 0 1d6 1 *
2 1,802 2d6 2 *
3 3,602 3d6 2 1
4 7,202 4d6 2 2
5 14,402 5d6 3 2
6 28,802 6d6 3 3
7 57,602 7d6 4 3
8 112,500 8d6 4 3
9 230,000 9d6 4 3
10 337,500 9d6+1 4 3
11 450,000 9d6+2 4 3
12 562,500 9d6+3 4 3
Gah! The table looks horrible.
I'm not sure how to use the table tools here, so I'll leave it to you to decipher what's going on here, sorry about that.
Obviously, the model for this class is the Gray Mouser. But it also works for rangers, bards, wizard-school dropouts, charlatan magicians, and the like.
The attack matrix is predicated on the rogue fighting like a swashbuckler. More than simply trying to be faster, they use the cumbersome armour of their foes against them. Thus, the plateau of to-hit numbers between ACs 5 (chain mail) to 2 (plate + shield). Below 2, you’re getting into the realm of high Dexterity bonuses and magic, which counters the rogue’s speed and agility. Fighters, however, maintain their status as the best in combat through better hit dice as well as greater options in armour and weapons.
Obviously, the smart rogue is going to use magic to make up for a lack of armour. Shield, invisibility, and mirror image will, I’m sure, be very popular choices.
Feedback would be appreciated, especially if anyone sees any ugly problems I'm overlooking.
- Brian