Showing posts with label rogues. Show all posts
Showing posts with label rogues. Show all posts

Wednesday, September 11, 2024

Rogues v. Thieves


Some of you may be aware that I occasionally write about Castles and Crusades (C&C); everyone's favorite 21st century version of AD&D that isn't HackMaster (4th edition). Published by Tolllords in 2004, C&C replaced the clunky 1st ed. table-drive game mechanism with a sporty 3e cylinder d20 valve engine and ascending AC, providing a streamlined chassis for modern gaming. However, the Trolllords also adopted the unsightly "rogue" nomenclature for the thiefly class. This act has put them on the wrong side of history ever since. 

In an effort to rectify this misstep, in their recently (sort of) published Unearthed Arcana--excuse me, Adventurer's Backpack--tome they included a new "Thief" class that is pretty much identical to the Rogue. Throughout the history of this blog I have gone to great lengths to explain why the term "Rogue" is the worst thing to happen to thieves since d4 hit dice. But with this publication we finally have the chance to settle the matter within the game itself. 

While the two classes as written up in the C&C PHB and Unearthed Backpack tomes are very nearly identical, there are some minor differences. What follows is a side by side comparison of all the various class abilities and features that apply to thieves and their ill-gotten cousins.  

  

By the bye, BtH = "Bonus to Hit". 5e players might equate this to proficiency, but only as it pertains to strike chance.

In conclusion, thieves do double damage from all rear attacks, regardless of whether the target knows you're there, and, starting at first level, they are able to move silently whilst simultaneously hiding while the lowly rogue must wait until 3rd to achieve such sneakery. Furthermore, thieves can escape from non-magical bonds (which could include stocks), speak and understand Cant whilst wearing metal armor, and have more rapid combat advancement. However, all of these advantages clearly preclude thieves from adhering to a "good" alignment or wielding sickles and maces. Sad, right?

Rogues, on the other hand, are good at cheap-shotting unsuspecting targets; an ability that just screams Lawful Good.  So if you really want a Goodly aligned thief who excels at the sucker punch and can wield a broad sword, then Rogue is for you. Otherwise, thieves are the better option.