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« on: May 03, 2011, 01:48:24 AM »
As it is Tricky seems to be, in most dire situations, common sense. I personally know very little about poison, but I do know how to rub oil on something without getting messy or how to put salt on food (poisoning food). To me having a move for thief worded in this way makes anyone who doesn't have the ability in these situations a spaz among idiots. Something like knowing your poison must be ingested, because you created it, so when you're alone and have time to think you rub said poison on a candle to make sure they eat it; assuming you didn't take this move. This being said using poison in any regard without poisoner should be done at high risk.
I will say this. A move titled Tricky has big implications that it is something that I want to get every time. However, the move as it is now is borderline tricky at best. I do agree that sneaking into somewhere and poisoning food (something I did already in our game) can be entertaining/effective but perhaps doesn't require it's own move. Something called Tricky sounds fancy and should be clever.
I say this full aware that changes are still in the works and space cut a lot out, however, I want to give my perspective as the thief of the group. I think rangers could do their "called shot" even if someone knew they were there, while thieves can only do it before the battle. I think this is a big enough difference that you wouldn't take the shine off of rangers. Rangers are more than bow fighters. They can track, dual wield, hide, and a ton of emphasis on animal companions and favored enemies.
Currently, from just what's there now, a thief can be a thug (Forcing high str, dex, and con so you can backstab, perhaps sneak around, and not die when you will fail) or a merchant type know their way around wares. While i'm full aware that both of those archetypes can be thieves one is a dumb brute and the other something I don't want to deal with in real life (let alone fantasy). If this is a thief in this game then perhaps thief isn't for me here.
Last rule set a thief could also start getting better than anyone with magic items. I only bring this up again because it fit my stats as I felt out the system and allowed me to find a niche in the group. I wasn't the big damage dealer (1/4 - 1/5 the warrior and now 1/3 - 1/4) I couldn't heal, buff or cast spells. I was comic relief and a passive safety net vs traps. I felt I had to take poisoner because at the time only one of us could do damage; granted it was due to the choices of the players, but a fact none the less. Getting into magic items was a good alternate route that allows for being mischievous yet still useful to the group and a whole lot less boring than "let me know when I step on a trap" as my main deal.
I just noticed that thieves couldn't hide, thought it was put under dex until I saw that rangers could so now thieves, the stealthy people who backstab, aren't good at hiding or are as subtle as a warrior.
I would like to bring up a system related note I've seen for a while. With Evasion. I love it with the exception that I will never have dex marked as a thief so I remove one of my possible ways to gain xp. I really think a thief needs this as to not become a smear on the wall, especially those poor folk who melee.
Our campaign doesn't lend to it but I do want to note that the move heist is awesome. Probably my favorite of all moves of any class because of what it allows the group to start doing. I may never use it, but with the updated list of moves I'll probably end up with this one with the off chance i get to use it once ever. Except perhaps escape route.
My thoughts are a bit scattered, even when I write, and I tend to over exaggerate to make a point but I hope mine isn't lost in what's above. I also tend to not post about what I think is good. Take it in the vein that I like what I don't talk about.