Here is a great writeup on dealing with non-thieves using thief skills:
http://web.fisher.cx/robert/rpg/dnd/thief.html
Search found 7 matches
- Wed Jul 24, 2019 11:08 am
- Forum: General Discussion
- Topic: Skills?
- Replies: 9
- Views: 6709
- Fri Jan 05, 2018 3:30 pm
- Forum: The Workshop
- Topic: "Last Gasp" inspired BFRPG Character Sheet
- Replies: 2
- Views: 3096
Re: "Last Gasp" inspired BFRPG Character Sheet
It just did an endless upload. Tried twice. Honestly it was probably just my internet connection being wonky.Solomoriah wrote:I added the file as an attachment to your post without difficulty. Can you tell me what the site told you when you tried to post it?
- Tue Jan 02, 2018 7:51 pm
- Forum: The Workshop
- Topic: Roguish Skills
- Replies: 10
- Views: 10057
Re: Roguish Skills
Instead of replacing all percentiles with a d6, I would suggest the d12. Smaller increments. More room for improvement. Less chance of failure when mastered. Most of all, the d12 is the most under utilized die. I actually made a d12 Skillset for LotFP a while ago. I tried to condense all the modern...
- Fri Dec 22, 2017 3:14 pm
- Forum: The Workshop
- Topic: Roguish Skills
- Replies: 10
- Views: 10057
Roguish Skills
I've been working on a simple little supplement to help shape the Thief into other roguish archetypes. Basically, it's a list of alternate skills that you can replace any standard Thief skill with. But I want you to help me improve it! What are some suggestions or changes you would implement to this...
- Thu Dec 21, 2017 4:19 pm
- Forum: The Workshop
- Topic: "Last Gasp" inspired BFRPG Character Sheet
- Replies: 2
- Views: 3096
"Last Gasp" inspired BFRPG Character Sheet
I made this for my current campaign running BFRPG plus supplements. Contains: - 'Combat Options' supplement area. Characters can mark accessible options. - Blank Skill % area for Thief/Assassin/Etc. class supplements. - d6 representation of the universal dungeoneering abilities. - LotFP encumbrance....
- Tue Nov 28, 2017 8:22 pm
- Forum: The Workshop
- Topic: Post-Apocalyptic Mutations
- Replies: 6
- Views: 5964
Re: Post-Apocalyptic Mutations
A small thing and a big thing. The small thing: I think Natural Armor should have a higher AC than Spiny Growths. The big thing: I think the the benefits and detriments should be separate tables and you have to roll on both when getting a mutation. On the whole, this is really great! Agreed about t...
- Sun Nov 26, 2017 5:00 pm
- Forum: The Workshop
- Topic: Post-Apocalyptic Mutations
- Replies: 6
- Views: 5964
Post-Apocalyptic Mutations
I've never made anything for BFRPG before, but really wanted to run a Post-Apocalyptic/Fantasy hybrid setting where Elves meet Radiation and Mutants meet Magic and Swords meet Sniper Rifles. These all are variations on mutations from Mutant Future , so credit where credit is due. Initially these wer...