Rogues – A New Take (2 rogue types
and the ability to work out spells for themselves)
House rules and rambling thoughts…that’s what you get when
you’re laid up and have time on your hands.
I was thinking on the Wizards’ Guild and came up with lots
of questions. Then I read the 7.5 rules again and then the Trollworld Chronology
and found nearly all my questions answered. I still didn’t really see the ‘why’
of dexterity being such a big ask of wizards: I don’t see them making weird and
wonderful patterns with their hands and 7.5 says that the manual part is mainly
directing and speaks of mental agility…hmmm – that sounds like another
attribute, not the sort that gives you combat adds or helps you shoot an arrow
from a bow…leave that for another day.
Like I said, nearly all my Wizards’ Guild questions were
answered and then I found that led me, naturally, on to rogues…
So, although over the years slightly different takes have
arisen, the common wisdom is that rogues are rogue wizards and, from the
Chronology, the really became differentiated from wizards after Khazan formed
the Wizards’ Guild to put an end to the lawlessness of magic users – they got
from training from the Guild which included ethics and the trained wizards soon
were too hot to handle for the ones outside the fold of the Guild. Presumably
all wizards could develop spells for themselves in theory and many did in
practice but once so many started attending magic school. Spells got standardised
and even the rogue wizards not attending mainly sought to reproduce what they
saw others performing rather than inventing anew wheel.
So the rogues we see today get one first level spell. I have
to assume they at least partially work it out for themselves. I tend to think
that maybe they could work out how to do more than one spell and maybe they
wouldn’t learn any. How about a L1 SR on LK at creation to work out a L1 spell,
with L2, 3 , etc saving rolls bringing more level one spells? Failing L1 LK
could mean no spells (see below). Could they ever again work out another spell?
Why not? So perhaps they should be able to attempt to work out spells when they
get to higher levels if they have the INT and the DEX required AND make the LK
saving roll at that higher level? Would this then be unfair to wizards?
Probably. So unless we want to give wizards that option (do we?), let’s shelve
that and just let them try at L1. In theory if you had a very high LK (TAROs
and kindred modifiers) and rolled happily (DAROs) your rogue might start with a
whole bag of magics.
I think rogues could be micro-specialists too. They could
focus on one of the magic schools, narrowing down the chances of working out a
spell which would actually suit their purpose. Perhaps they would need an
attribute to be at least so high for this – maybe WIZ 12 or more?
Then I thought about the roguery talent and the thief
concept. It really seems to me that some go to the Wizards’ Guild schools and
some get warrior training. Those who don’t (and aren’t citizens) are either
rogue wizards, as discussed above, or the thief-type rogue who has to live on
his or her wits, with no magic to fall back on and no warrior training for the
inevitable combats. So now I have to types of rogue on my hands, the sub-wizard
and the sub-warrior. It is this latter, I think, who deserves the roguery
talent, although my feeling is that to be able to substitute it for two out of
INT, LK, DEX and CHR saving rolls is enough of a bonus (and I don’t see why DEX
should be excluded from rogues).
What about Guilds? A Rogues’ Guild makes sense from Khazan’s
point of view because it would further reduce lawlessness. What might it do if
its not a training institution? Actually, it could offer training – in
rogue-type skills, justifying the special talent. Perhaps there are four
schools there too – one honing the mind (INT), one the body (DEX), one a charm
school (CHR) and the last? Getting out of scrapes by the nape of your neck
(LK). They could regulate a market for spells too since the other Guild turn
their nose up at rogues. But a Thieves’ Guild? I think it would have to be
underground like an Assassins’ Guild. Off at a tangent, one of my more fanciful
and contrived twists to a solo I wrote was a Dungeon Masters’ Guild – reading
the Chronology and hearing how wizard-gods built dungeon homes and were then
amused by (mainly) human delvers coming to grief in a treasure hunt, I rather
think there would be one (you know, an annual knees up to commemorate the good
old days of the Super-wizard Wars).