|Can you spot the incompetent weakling? The eyeliner should be a dead giveaway.|
Even if I accept that a lot of gamerfolk prefer Moldvanian D&D over all other forms, I still can't, in my mind, justify d4 thieves. What exactly did they do to deserve such shoddy hit points? They're only slightly better off than MUs in the armor category, with whom they share hit dice, and yet they lack their magical potency. Clerics, meanwhile, get better Hit dice, but also get to use bitchin' armor and spells along with combat acumen near to that of fighters. The payoff for thieves is, ostensibly, a bunch of reusable abilities, but their chance of success with these is pretty atrocious. And if you abide by Moldvay's overly stringent rule that, in the event of a failed "move silently" roll, the thief will be the only person in the vicinity who can't hear himself blunder across the dungeon floor, then you've got an absurdly impotent character class. Why saddle them with such horrid hitpoints? Why?