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downtime_thievery [2024-08-10 23:06] – [Failure] Saving throw mods poemsdowntime_thievery [2025-01-12 15:55] (current) – [Requirements] Allow use if played a lot poems
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 This system is a [[rules extensions|rules extension]] for handling abstract, downtime pickpocketing.<sup>Ex</sup> This system is a [[rules extensions|rules extension]] for handling abstract, downtime pickpocketing.<sup>Ex</sup>
 +
 +===== Requirements =====
 +
 +  * The character must be a thief who has either...
 +    * ... earned XP from adventure in the last game month of at least ''level * 200''. So a 3rd level thief must have earned at least 600 XP from adventure in the last game month in order to use this system. This XP does not all need to be awarded to the thief class. ((This helps encourage that the majority of XP gained by the character is from adventuring.))
 +    * ... been a player's only PC for a full session during the last two game weeks.
 +  * [[Henchmen]] are prohibited from this system.
  
 ===== Procedure ===== ===== Procedure =====
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     - Additional modifiers may be added for certain items, such as +50% for something incredibly difficult like stealing a belt.     - Additional modifiers may be added for certain items, such as +50% for something incredibly difficult like stealing a belt.
   - If player accepts the modifiers and proceeds, the DM announces the final target number, at which point the player cannot turn back. The player rolls, and [[#success|success]] or [[#failure|failure]] is determined.   - If player accepts the modifiers and proceeds, the DM announces the final target number, at which point the player cannot turn back. The player rolls, and [[#success|success]] or [[#failure|failure]] is determined.
-  - Two attempts can be made per encounter, and can be on separate targets if desired. However, the player must declare whether they will make 1 or 2 attempts before learning the modifiers (similar to draws from a //deck of many things//). ((Based on two attempts allowed per round on DMG 19.)) 3-attempts will incur a -20% penalty, 5-attempts a -40% penalty, and so on.+  - Two attempts can be made per encounter, and can be on separate targets if desired. However, the player must declare whether they will make 1 or 2 attempts before learning the modifiers (similar to draws from a //deck of many things//). ((Based on two attempts allowed per round on DMG 19.)) The next set of 1-attempts will incur a -20% penalty, the third set of 1-attempts a -40% penalty, and so on.
   - Repeat above for a additional encounters. (See [[#opportunities|Opportunities]].)   - Repeat above for a additional encounters. (See [[#opportunities|Opportunities]].)
  
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 ===== Success ===== ===== Success =====
  
-The thief earns full XP for treasure pilfered as though they were obtained from an adventure.+The thief earns full XP for treasure pilfered as though they were obtained from an adventure. The XP should be penalized if the thief is a higher level than the target, as per the DMG's "Experience" rules on DMG 84. Consider the encounter 1-vs-1, regardless of the number of potential targets in the encounter, since they have no effect on the pickpocket difficulty in this system.
  
 If a visible item was not selected, the pickpocketed item is randomly determined. For each level of the target, add +5 to a roll on the following table.((For [[multiclass]] targets, consider two classes as one level higher than the highest class level, and three classes as two levels higher.)) If a visible item was not selected, the pickpocketed item is randomly determined. For each level of the target, add +5 to a roll on the following table.((For [[multiclass]] targets, consider two classes as one level higher than the highest class level, and three classes as two levels higher.))
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 | 3     | Save vs w/s/r or lose 50% of max HP. If dead, then as 14.                                                                                                                                                                                                                                                                    | | 3     | Save vs w/s/r or lose 50% of max HP. If dead, then as 14.                                                                                                                                                                                                                                                                    |
 | 4     | Indebted. Owe someone for helping you escape. Debt is d100 gp, plus another d100 for each level of the targeted character. If not paid within 1 month, then as 8.                                                                                                                                                            | | 4     | Indebted. Owe someone for helping you escape. Debt is d100 gp, plus another d100 for each level of the targeted character. If not paid within 1 month, then as 8.                                                                                                                                                            |
-| 5     | Pass a Hide In Shadows roll to escape without consequence. On failure, reroll on this table.                                                                                                                                                                                                                                 | +| 5     | Pass a Hide In Shadows roll to escape without consequence. On failure, reroll on this table (including any +2).                                                                                                                                                                                                                                 | 
-| 6     | Roll 2d10 under or equal to thief's DEX to escape without consequence. On failure, reroll on this table.                                                                                                                                                                                                                     |+| 6     | Roll 2d10 under or equal to thief's DEX to escape without consequence. On failure, reroll on this table (including any +2).                                                                                                                                                                                                                     |
 | 7     | Lost 'em! No consequence.                                                                                                                                                                                                                                                                                                    | | 7     | Lost 'em! No consequence.                                                                                                                                                                                                                                                                                                    |
-| 8     | Hunted by the watch. Bribe required equal to 2d100 gp, plus another 2d100 gp for each level of the targeted character. If not paid, run out of the settlement for d12 months.                                                                                                                                                |+| 8     | Hunted by the watch. Bribe required equal to 2d100 gp, plus another 2d100 gp for each level of the targeted character. If not paid, run out of the settlement for 3d4 months.                                                                                                                                                |
 | 9     | Save vs pet. or captured by watch. Hard labor. 2d4 weeks, plus d2 weeks per 1000 gp value of the targeted loot, rounded down to the nearest 1000. Every week, can try 5% chance per thief level to escape and become a fugitive. Another character can pay for the thief's release; the cost is 100 gp per remaining week in the sentence.                                                                                            | | 9     | Save vs pet. or captured by watch. Hard labor. 2d4 weeks, plus d2 weeks per 1000 gp value of the targeted loot, rounded down to the nearest 1000. Every week, can try 5% chance per thief level to escape and become a fugitive. Another character can pay for the thief's release; the cost is 100 gp per remaining week in the sentence.                                                                                            |
 | 10    | Save vs para. or branded. First branding is on forearms (-10% to pickpocket while in settlements). Second branding is on neck (another -10% to settlement pickpocket). Third branding is as 13 (as failed save). Fourth "branding" is as 14 (save vs death permitted). Branding is healed only by regeneration or stronger.  | | 10    | Save vs para. or branded. First branding is on forearms (-10% to pickpocket while in settlements). Second branding is on neck (another -10% to settlement pickpocket). Third branding is as 13 (as failed save). Fourth "branding" is as 14 (save vs death permitted). Branding is healed only by regeneration or stronger.  |
downtime_thievery.1723331175.txt.gz · Last modified: 2024-12-22 15:53 (external edit)