# Staying Alive in Old-School Adventures: Thief 2025-01-02 This is a continuing series of 'Staying Alive' posts. The first three were about Magic-Users [0], Fighters [1] and Clerics [2]. They are mostly geared towards OD&D, B/X and clones, and have tips for players and referees. ## Melee Thieves typically fight as Clerics, that is to say, slightly worse than fighters, but they are limited to leather armor and cannot use a shield. So they are not suited for front-line combat. They do, however, have access to magic swords and bows, so with their backstab ability, thieves are best suited for surprise or missile attacks. As a referee, consider allowing the backstab attack any time a thief can reasonably surprise someone from behind - and not necessarily only when a thief can _move silently_ and _hide in shadows_. The latter requirements make the backstab nearly impossible at lower levels. In my games, If a player can describe a plausible way their thief can sneak into position without being heard or noticed, I allow the backstab after a round or two. And during melee this is sometimes easier to do, given that the general noise and chaos of battle might mask any external sounds or movement. ## Avoiding Melee Try to use clever means of avoiding combat, such as distractions, e.g. thrown food, treasure or rocks used to create noise as a misdirection. Also don't forget that a thief with a high charisma can be useful in negotiating a party's way out of a combat, or even making an ally. But if you have to, run away. A thief in leather armor will be faster than any metal-armored party members, so remember that old adage about just needing to be faster than the slowest person in your party. Thieves of even low levels can climb well (in the original incarnation of the class, at least), so if the geography or architecture allows it, you should consider climbing above a melee to a perch where a bow or crossbow can be used to pick off opponents who haven't yet joined combat, or who attempt to flee combat. ## Oil Also consider oil as a missile weapon, or as a deterrent to pursuit. In OD&D oil is mentioned only in the latter context; thrown oil that was set alight did not do damage until the Holmes Basic D&D rules came along. Either way, if the thief is scouting ahead for a party, the oil may come in handy if the thief has to flee an encounter. ## Scouting As far as scouting, think tactically. Most thieves won't be able to see in the dark without magical assistance, and holding a torch or lantern and trying to sneak about unnoticed in a dark dungeon are at odds with one another. So scouting is best done in environments where there are dimly lit or shadowed areas to hide in, or objects to obscure direct view of the thief as they move around. [0]: gopher://gopher.smolderingwizard.com/0/phlog/staying-alive-old-school-adventures-magic-user.md [1]: gopher://gopher.smolderingwizard.com/0/phlog/staying-alive-old-school-adventures-fighter.md [2]: gopher://gopher.smolderingwizard.com/0/phlog/staying-alive-old-school-adventures-cleric.md