Chapter 7: New Rules for Thieves
This section introduces rules of advanced complexity that players and DMs may
wish to use in the campaign. While they are recommended for use in a gaming
environment where thieves are common, they are not exclusively limited to the
thief character.
As an exception to this generality, those optional rules that modify specific
thief activities are, of course, useable only by thieves.
New rules are provided for lock and trap construction, removal, and
modification; for specific animal training, tricks common and useful to thieves; to
amplify the poison rules presented in the AD&D® 2nd Edition Dungeon Master's Guide; to allow thieves to possibly knock out a victim with a surprise blow from
the rear; and to detail the encumbrance effects when armored characters attempt
to perform acrobatics.
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