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Thieves are
generally not meant to fight, although they are able to employ magic
swords and daggers (but none of the other magical weaponry). They
can wear only leather armor and cannot employ shields. They have no
spells such as magic-users and clerics are able to employ, but they do
have certain unique abilities:
Third level thieves (Robber and above) are able to read languages, so
treasure maps can be understood by them without recourse to a spell.
Ninth level thieves (Thief and above) are able to understand magical
writings, so if they discover a scroll they are able to employ any spells
thereon, excluding clerical spells.
By striking silently from behind the thief gains two advantages: First, he
increases the chance to hit by 20% (+4 on his die). Secondly, he does
double damage when he so attacks, with like additional damage for
every four levels he has attained. Thus, if a thief of the 4th level
attacked from behind he would do twice the damage indicated by the
die, at 5th through 8th levels he would do thrice the damage, at 9th
through 12th levels he would do four times the damage and so on.
**Author�s Note:** This version of the thief for Original Dungeons &
Dragons is based upon a per-Greyhawk version by Gary Gygax and
Gary Schweitzer, published in �The Great Plains Game Players
Newsletter� #9 (June 1974?). It was subsequently released at Gen
Con VII for play-testing.
I have modified it somewhat, using additional information from the
version later published in *Supplement I: Greyhawk* , as well as my own
tweaks � primarily the conversion of percentile skills to a d6 roll.
Thanks to Jon Peterson for sharing scans of the original at his blog,
Playing at the World.
<(http://playingattheworld.blogspot.com/2012/08/gygaxs-thiefaddition-
1974.html)>
Reese J Laundry
May 2013