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Player's Handbook Rules Supplement #PHBR2

The Complete Thief's Handbook

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Open locks; hide in shadows; move silently; find traps. If you thought that was all a thief was good for, think again. The masters of skulking and skullduggery are a force to be reckoned with. Is anyone or anything safe from a person that might be anywhere, anytime? Learn the thief's most closely guarded secrets in this devious accessory for the AD&D game.

128 pages, Paperback

First published January 27, 1990

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John Nephew

21 books

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Displaying 1 - 14 of 14 reviews
Profile Image for David Sarkies.
1,933 reviews385 followers
August 9, 2016
Taking thieves to an entirely new level
28 August 2013

Many of these character supplement books were very much hit or miss. The fighter's one was good, as was this one, but I must say that I pretty much ignored the Priest's and the Wizard's handbooks because, well, they did not add all that much to those particular character classes. Thieves are pretty cool characters in and of themselves, but the problem is that you generally play a loner. You are not good at combat and you generally hang around twiddling your thumbs unless there is a lock to pick or a trap to spring, though you do come on your own when you sneak up behind a bad guy and – STAB THEM IN THE BACK!
These books generally tried to add more life into the characters by providing kits and backgrounds to help you give more to your character than just a bunch of stats and titles, though for that to work you need players who are actually going to role play their characters as opposed to roll playing them. However, the really good players actually did not need books like this because they could create their characters and do things with their own imagination rather than relying upon a set of rules and a set of books.
Ideally, a character should only be based entirely upon the stats, and the stats dictate the character's strengths and weaknesses. However, for that to work you actually need really good, and imaginative players that are able to create a background and a series of skills and abilities based entirely upon the character's stats. However, in the real world, most people are not that gifted so end up having to fall back upon a bunch of rules to help them define their character. That is all well and good if they are wanting to role play as opposed to roll play, however, if all they want to do is to compensate for their inadequacies in real life then no amount of rule books are ever going to be able to help them.
Profile Image for Christopher Rush.
668 reviews12 followers
January 20, 2018
Even though I started this three years ago, I was able to pick it back up and dive back in without losing any - okay, okay, I know. It's not a novel or "real" book or anything like that, and it's not like there is a plot to forget. Still and all, it was a fine callback to days gone by. I never did a lot of AD+D Roguery, nor would I ever consider embarking on an all-thief campaign, but it was a nice little read. The best part about these handbooks now, I believe, is the optimistic whimsy one gets imagining one has the time to actually put these things into human action, sitting around using one's imagination, telling stories, robbing from the rich, giving to the guild ... good times.

I was a tinge disappointed with the "new thief's tools," since that was the main reason I read it for what passes as practical purposes in my own solo campaign. I've found it rather enjoyable these days to solo AD+D campaigns - makes it much easier to know where to look for treasure and such like that. The "new tools" were decent, but most of them were rare magical devices one was not supposed to get until completing a several-stage campaign culminating in a lucky die roll. Such is often the case with AD+D campaigns, of course, and certainly back in the day when life was so easy we didn't mind that sort of thing, since the journey was more important than the destination and all that good stuff. But, by jingo, I wanted a bit more than "silent walking sticks you have to pick up all the time" and the "Tom Cruise Mission Impossible harness," though it's impressive they thought of that before the movie (I know, I know).

The detailed Thieves Guild section is impressive, but one gets the impression it fits more in a DM guide than a PH guide. Is that a big deal? No. This is such a niche read, the real AD+D gamers will be glad to know about the possibilities and ideas and things, regardless of which side of the screen they are on. Tip: if you aren't interested in simply knowing about thieves in AD+D or operating as a thief or running a thief campaign ... don't read this! Does that help?
Profile Image for Mark.
2,134 reviews44 followers
Read
July 25, 2019
Re-read. Has some useful bits in it and a bit in the weeds on some bits. Much would update/apply to 5e well, while some could be converted with a struggle, and some should just be ignored except in any way it sparks any creativity in you.
26 reviews1 follower
May 6, 2024
Eh, a lot of less than useful stuff. The kits are extremely minor tweaks, often a Non-weapon Proficiency and not much else. There's some extensive Thieves' Guild building info which is neither here nor there. Maybe useful, probably overkill. Some of the thieves equipment at the end is nice though.
Profile Image for Juho Pohjalainen.
Author 5 books348 followers
May 14, 2019
The stuff about thieves' guilds, roleplaying notes, additional equipment and rules, all are great - but the kits, often the real meat of these handbooks for me, are quite lackluster.
Profile Image for Mike (the Paladin).
3,148 reviews2,170 followers
March 8, 2010
I never played a "Thief" (I even had the players in my game to use a different title, you know like Bilbo, Expert Treasure Hunter)... but as a DM there are always players who want to play....rouges...adventurers, expert treasure hunters :).

This is the second edition book and I still have them in my collection as I plan to stick with 2nd edition AD&D.

I played Dungeons and Dragons since 1978 and stayed with it when it changed to 2nd edition. I still liked it and 2nd remains my favorite edition.
Profile Image for David.
881 reviews52 followers
November 3, 2009
Good stuff on thieves. The best part I like about the book is the information on how to build or even generate a thieves' guild. Other stuffs include role-playing tips, additional proficiencies, 18 thief kits, lots of new items and equipment, additional rules on thievery actions, as well as a section on how to run a thief-centric campaign.
Profile Image for Mike.
515 reviews43 followers
April 20, 2008
Even though it was 2nd edition it gave me alot of great ideas for thieving in the first edition world.
Profile Image for Paul.
115 reviews1 follower
February 7, 2013
Thief was my favorite class in AD&D. Some good info about guilds and tools. I find the Kits in this to be a little weak though.
Displaying 1 - 14 of 14 reviews

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