Thursday, September 3, 2026

Hacking 2e: The Rogue

The boots really pull the 
whole outfit together.

The Rogue, or Thief, comes to us from the same wellspring that brought us the Ranger and the Illusionist: nerds not paid by TSR. For a more detailed overview, Stoddard is back on the menu, and Peterson provides a bit more about “The Thief Addition.” It’s a very weird addition. The Fighter interacts with the combat system, the Wizard interacts with the magic system, and the Cleric taps into both. The Rogue, by contrast, is built around a skill system which comes packaged with the class itself.

For some, these skills were the death knell of D&D, as they codified abilities that would be walled off from other classes. Suddenly, the release of Greyhawk removed the ability to be a sneak and a cutpurse from Fighters across the land, who were doing just fine before this thank you very much. This line of thinking reaches back into the primordial.

The iconic title of “Rogue” was introduced as the 1st-level title for the Thief in 1e, but gets top billing in 2e as the name of the mega-class which contained the Thief and Bard. 3e would make the wise decision to adopt it as the actual class name, which it has remained ever after. While thieving is certainly on the menu for this class, they’re capable of so much more, as seen by their many varied kits during 2e’s run, and their eventual evolution into the deadly striker and jack-of-all-trades we know today. As such, this hack will adopt this name over the title of Thief.

Let’s dig into this ne’er-do-well and see what makes the class tick.

 

1. Thieving Skills

This is the big kahuna, the bespoke ruleset that the class brings to the party. They’re comprised of Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, Hide in Shadows, Detect Noise, Climb Walls, and Read Languages. All of these start at extremely low probabilities on the percentile die, and are modified by race, dexterity, and armor.

You’re given 60 points to distribute to your skills at 1st level, and 30 each level thereafter; in both cases, you can only put half of those into any one skill, and you can’t push anything past 95%. This results in a spread where, depending on stats, you might be able to max everything out by 20th level. More applicably, you’ll get to max out 3 to 4 of these by 10th level.

As noted in the larger entry on Skills, I’m chopping these up a bit.

 

1.1. Read Languages

I consider this to be an extraneous tool, one which pulls away from the scoundrel-type concept of the class. Of my limited selection of thief players, none of them have looked at Read Languages as anything other than an interesting oddity; no one has invested into it, given the other (much cooler) skills available to them. And it doesn’t go live until 4th level? This is gone. Its origins in the pulp novels of Appendix N is not enough for me to keep it.

 

1.2. Climb Walls and Detect Noise (and Find Secrets)

The description (and the base percentage) for Detect Noise aligns with the rules for all other classes; there’s nothing special here beside the ability to increase it. However, Climb Walls provides a boost to the non-Rogue base climbing chance (60% rather than 40%), and includes an additional feature: Rogues can climb any surface without the need for tools, including smooth surfaces.

Climbing and Listening are great for the Rogue, but they’re also general skills that everyone has in 2e. As noted in the Skills post, these will be moved to a Universal Skills category, with the Rogue being given the ability to pump them up.

I also included another skill in that universal group: Find Secrets, which is just the 1-in-6 ability to discover hidden stuff that was detailed in 1e, but only made it to 2e via the Elf – they failed to tell you that everyone can do it. Since the Rogue can increase the two other Universal Skills, they should be able to increase this one, too. I think it’s an excellent replacement for the wonky Read Languages skill, as finding secrets seems like something that should be in the Rogue’s wheelhouse.

As a final note on this, I think the names detailed in the prior Skills post should be altered to “Listen” and “Climb” to better match the active, verb naming convention of Find Secrets and the thieving skills.

 

1.3. Pick Pockets, Open Locks, Find/Remove Traps, Move Silently, and Hide in Shadows

These are the core thieving skills which really make the Rogue, which for the purposes of the hack will be called “Rogue Skills”. Pick Pockets and Open Locks give you the tools to steal, Find/Remove Traps makes you an asset in the dungeon, and Move Silently and Hide in Shadows make you stealthy.

When I first encountered these, I naturally tied them to the Rogue skills presented in later editions, namely “Stealth” and “Thievery” from 4e, and “Stealth” and “Sleight of Hand” from 5e. However, this was only half right. The thieving skills (Pick Pockets and Open Locks) fit just fine to the modern analogues, but the stealth skills are a different thing entirely. It finally clicked when I ran across this page, which is referencing Basic, but still applies. In short, Hide in Shadows isn’t the ability to ‘hide’. Anyone can hide. This is your ability to hide inside a shadow. Likewise with Move Silently. Anyone can sneak, but Rogues can move without any sound whatsoever.

This is the kind of thing that needs to be highlighted when describing these skills to the player. It also means that any prospective rulebook needs to have a section on Stealth to explain that sneaking and hiding are not locked behind any class’s skill options.

One change discussed in a prior Skills entry is to give Find/Remove Traps the ability to set man-traps, which was previously a thief-only feature of the Set Snares Nonweapon Proficiency. Since this now encompasses three functions, I’ll rename it “Find/Set/Disarm Traps”. It’s a bit inelegant, but it’s the best I’ve been able to come up with if I’m going to retain naming convention without awkward verbs such as “Work” or “Use”, and as opposed to just calling the whole thing “Trapcraft” or the like.

Besides this one change, the rest will stay as-is. However, they’ll need some refinement within the descriptions to remove the most fiddly aspects of each.

 

1.4. Demihuman Modifiers

These should probably go directly into the demihuman entries.

I’ve already given Move Silently to the Elf and Halfling with a full 20 to the score, as it was the best pre-existing tool to match their innate powers. Adding adjustments to Climb and Listen are straightforward additions, as these will be used for all characters regardless of class, much in the same way that Find Secrets has an entry for the Elf. For the Rogue Skills, a short note with the relevant listed bonuses should suffice.

 

1.5. Dexterity Modifiers

This has already been provided in the post on Dexterity, and would live in that section.

 

1.6. Armor Modifiers

I have no idea why Detect Noise gets a penalty for armor. Why is it harder to hear in Padded Leather? This will not survive into the hack.

The armor modifiers for climbing make perfect sense, but this information belongs in the Universal Skills entry for Climb. I’ll need to make a call on which modifiers to use, as they provide different numbers in the class table versus the climbing modifiers table.

When it comes to the Rogue Skills, this is the tool to keep the Rogue out of heavy armor, since that restriction no longer exists as part of the class. I’ll make Rogue Skills unavailable when wearing anything better than studded leather or if using a shield better than a buckler, and I can apply an across-the-board +5% bonus for no armor and –10% penalty for padded or studded leather. Though, I’m beginning to wonder if the ‘slightly better leather’ category of armor is necessary at all. However, that’s for an eventual Armor and Weapons post.

 

1.7. Final Rogue Skills

Since I didn’t lay out the Rogue Skills in the prior Skills posts, this may be a good time to do so. As with all other skills, the values have been converted to a roll-under d20 system. As with the other Skills, these have no actual ceiling – you can continue to pump them up to 20 and beyond to accommodate modifiers, but a roll of 20 is always a failure. As such, the 95% skill ceiling is preserved. This isn’t noted in the rules below, but would be found in the Skills chapter.

Some of the changes here make the skills a bit more powerful. Users of Pick Pockets have a lessened chance to be caught, finding traps doesn’t require multiple rounds or the ability to touch the trap, and those moving silently can do so at half speed rather than one-third speed. These are all in the service of either ease-of-use or clarity; wherever possible, I’ve attempted to retain the original spirit of the skill.

Rogue Skills

The following skills are known to all Rogues. Some class kits and demihumans also have access to one or more of these skills:

Pick Pockets: 3

When attempting to steal small items without the owner noticing, palming items, or performing sleight of hand tricks, roll a Pick Pockets check. A failed attempt when stealing means that the item was not stolen. The theft is detected if the result of the roll is equal to 20 minus half (rounded down) of the target’s level. Depending on the level of the target, it is possible to successfully steal an item and still be caught.

Open Locks: 2

When attempting to pick locks using thieves’ tools or when solving intricate puzzle locks, roll an Open Locks check. The score may be modified when using tools other than thieves’ tools or due to adverse conditions. Opening locks takes 1d10 rounds. If the attempt fails, the lock is too difficult; the character cannot attempt to pick that lock again until they level up.

Find/Set/Disarm Traps: 1

When attempting to find traps, disarm traps, or set up new traps, roll a Find/Set/Disarm Traps check. Anyone, including Rogues, can attempt to find traps using a Find Secrets check instead. Disarming a trap requires the ability to touch and inspect the trapped object and takes 1d10 rounds. A result of 20 when attempting to disarm a trap causes it to accidentally trigger. If the trap is magical, the score is halved when attempting to disarm it. Setting traps takes 1d8 hours and the materials necessary to build it.

Move Silently: 2

Sneaking, or moving with minimal noise, can be done by anyone and does not require a check. When attempting to make absolutely no noise while sneaking, roll a Move Silently check. While using this skill, characters move at half their normal speed. This skill affects only sound, not visibility.

Hide in Shadows: 1

Hiding can be done by anyone, assuming there is somewhere to hide, and does not require a check. When attempting to hide within only shadows, or other light obscurement such as foliage, roll a Hide in Shadows check. Even if successful, the character will still be visible if they are being observed while attempting to hide or if they make any significant movements while hidden. Hiding in this manner is effective even against those with the ability to see in the dark.

 

2. Backstab

Aside from their skills, this is the Rogue’s other big feature. When stabbing an unaware target in the back, it provides a +4 to the attack (in addition to removing the target’s Dex AC bonus, which happens when anyone attacks from behind), and multiplies the damage based on the table above.

Its closest modern equivalent is Sneak Attack, but that’s a very different feature. Sneak Attack provides additional d6s, rather than multiplying the damage die. Sneak Attack can be used many times against anyone and anything if you’ve got the advantage, however that’s determined for each edition. Backstab quite literally requires you to be positioned behind the opponent, who must be totally unaware of your presence and be ‘generally humanoid’, and you can only use it on the first attack against that target; after you stab them they become rather aware of you. Finally, Sneak Attack allows ranged weapons, whereas Backstab requires you to, again, literally stab; the 2e PHB isn’t explicit here, but it’s implied by the text.

Sneak Attack is a fairly reliable bonus which the Rogue uses to pick off the weakest links, or choice targets against which they’ll constantly seek an advantage. Backstab is a situational positioning tactic, good for one major hit against an available victim, assuming they don’t catch you out of the corner of their eye. Compared to what came after, the Backstab ability is hard to pull off, limited in application, and puts the Rogue in the middle of a fight they’re not equipped for.

Given that Backstab is the Rogue’s only combat feature, in a class that already has the worst combat stats north of the Wizard, I think the feature needs a bit more. My proposal is to give the Rogue a more permissive version of Backstab, for which I’ll appropriate the name ‘Sneak Attack’, but still keep the by-the-book Backstab as a more damaging special type of Sneak Attack.

Before we get into those rules, we need to talk about the Flat-Footed status.

 

2.1. Flat-Footed and Unaware Targets

I looked at the Flat-Footed status effect in the Surprise entry, but to reiterate here: this represents the loss of a character’s Dexterity AC bonus.

In 2e, there are five identified ways (by my count; correct me if I missed one) in which a character loses their Dex AC bonus: being restrained, getting attacked from behind, being surprised, walking on a tightrope, and when casting spells. While some of these are self-explanatory, losing the bonus when surprised or rear-attacked suggests an unspoken implication: that this bonus is lost when the target doesn’t know they’re about to be attacked. In other words, targets become Flat-Footed when they’re ‘unaware’ of the attacker.

For rear attacks in particular, this is my interpretation based on a line in Backstab’s description: “Opponents in battle will often notice a thief trying to maneuver behind them—the first rule of fighting is to never turn your back on an enemy!” This indicates to me that you don’t get a rear attack unless you catch them unawares, otherwise they’ll position themselves to avoid a knife in the back. And unless I want to start adding in rules on facing or turn this into a miniatures game, I don’t see how it could be any other way.

Therefore, the assumption will be that for any successful attack from the rear, the target’s lack of awareness is a prerequisite. The actual rules for how one adjudicates ‘unawareness’ is a matter for another day. Suffice to say, the Rogue has skills which bypass such rules, and that’s enough for now.

As a last note on the subject: 3e imposes the Flat-Footed status on anyone who has not yet come up in initiative order for that combat – which would of course include surprised characters who can’t act until the next round. I think that might be worth adding to the Initiative rules to give the Rogue more opportunities to use the Sneak Attack feature detailed below. They should also not be subject to it themselves, being the nimble class that they are.

 

2.2. Sneak Attack and Backstab

Sneak Attack will be usable against any creature that is Flat-Footed. I’ll have it provide no bonuses to attack, but it’ll give the damage multiplication to the dice that Backstab currently offers at 1st, 5th, 9th, and 13th levels. Since this attack isn’t restricted to only stabbing in the back, let’s allow ranged attacks to apply, as long as they’re at close range, i.e., less than 30ft away. Finally, since the idea here is that the Rogue is targeting anatomy, the targets must be humanoid.

Backstab becomes a type of Sneak Attack, one which meets specific conditions. It occurs only in melee when using a small piercing weapon (such as a dagger or short sword) and only when attacking from behind. The Rogue then gets the +4 to their attack, and the damage multiplier is increased by one; if a 2nd-level Rogue uses Backstab successfully, they inflict x3 damage rather than x2.

By modifying Backstab into the new Sneak Attack, the Rogue gains access to more opportunities to deal heavy damage beyond the most strict stab-them-in-the-back scenarios, but at the cost of the attack bonus. At the same time, the original Backstab becomes more damaging and more desirable to achieve.

 

3. Thieves’ Cant

There’s not a thing wrong with Thieves’ Cant. Rogue can speak a special coded language. Awesome. It stays.

 

4. Use Scrolls

Ah yes, scrolls. I was mum on these single-use spells in prior entries, mostly because I haven’t determined how scrolls should work in this hack. Ignoring this becomes challenging in designing the Rogue, as reading a scroll they shouldn’t read is one of their major (though rather late) features.

In 2e, Rogues gain the ability to read wizard and priest scrolls at 10th level. They have a 25% chance to muck it up, and the PHB is explicit that this goes badly for the Rogue. It’s very thematic; one pictures the curious thief attempting to save the day by toying with powers beyond their ken, and then only making things worse. However, as far as being a gameplay mechanic, this is a very poor feature. By the time that players are dipping their toes in the domain aspect of gameplay, building castles and armies, the Rogue is accidentally casting fireballs on the party a fourth of the time.

Scroll use potentially has a place in the Rogue’s repertoire, likely earlier and with less dire consequences, but until the mechanisms of scrolls are determined, I’m going to leave this one off the list.

 

5. Secret Hideouts and Reputation

An inkling of thieves’ guild rules is found in the Thief’s write-up, with a note on the type of fortified dwellings that they like to build, and the followers who show up at 10th level. If you wanted more stuff like this, you should definitely check out the Complete Thief’s Handbook, which dedicates a solid 39 pages to it.

As with all prior class entries, this is not going in the hacked Rogue’s description, as it is domain level gameplay and belongs in a Domain chapter.

 

6. Final Rogue

Rogue
Ability Requirements: Dexterity 9
Alignment: Any except Lawful Good

Rogues are masters of stealth and thievery. They can use specialized skills to ply their criminal trade. In combat, they are nimble skirmishers who make devastating attacks against exposed or unaware opponents.

Thieves’ Cant: Can speak and understand the secret language of thieves. This collection of jargon and slang can be used to share illicit information, self-identify as a Rogue, and read secret thief symbols.

Rogue Skills: Gains access to all Rogue Skills. Can improve Rogue Skills and Universal Skills with skill points. See Skills.

Skill Points: At 1st level, gains 12 skill points that may be used to increase the scores of Rogue Skills or Universal Skills. At each level thereafter, gains 6 additional skill points. No more than half the points gained at any level can be invested into a single skill.

Armor Modifiers: If wearing no armor, gains +1 to all Rogue Skills. If wearing padded or studded leather, suffers –2 to all Rogue Skills. Cannot use Rogue Skills when wearing armor heavier than studded leather or when using any shield larger than a buckler.

Climb Sheer Walls: Gains +4 to Climb score and can use the Climb skill to scale smooth, vertical surfaces without climbing tools.

Sneak Attack: When attacking a Flat-Footed humanoid with a melee attack or a ranged attack at close range, the die result for weapon damage is multiplied by 2, before adding any damage modifiers. At 5th, 9th, and 13th levels, the multiplier is increased by 1.

Backstab: If attacking an unaware humanoid from behind and using a short, piercing weapon, gains +4 ATTAC and Sneak Attack’s multiplier is increased by 1.

Uncanny Dodge: Starting at 4th level, Rogues are not considered Flat-Footed unless restrained.

 

7. Conclusion

I’ve changed a lot here, mostly in the effort to make the Rogue something more than just a set of unique skills.

As far as those skills are concerned, they’ve lost only Read Languages, but in return have gained an improvable Find Secrets skill, along with the ability to set their own traps. Their skills are also the gate which prevents heavy armor. Instead of these skills living in the class description, they’re now moved to a Skills chapter, which lays out those thieving skills accessible by all classes under the Universal Skills title, while still allowing the Rogue to interact with them in a way that other classes cannot.

Sneak Attack is the big addition, which probably constitutes the largest change I’ve made to a mainline class outside of the Cleric’s spell slot modifications. I think it’s worth the change, not only to meet expectations of modern players who want their Rogue to do some serious damage, but also to give this class something to bring to the table during combat. The Fighter is, of course, the Fighter, but the Wizard and Cleric both bring some serious firepower to any fight through their magic; the Rogue should get something of this, and giving them the ability to inflict nasty wounds on slow, restrained, or unaware enemies is a relatively minor feature, especially when we’re still talking about a barely armored, d6 HP combatant who only outclasses the Wizard.

A lot hangs off of the Flat-Footed status, and it’ll require some clear rules in the Combat chapter for how that status is acquired or imposed on others. Making the Rogue a force to be reckoned with when this status is in effect, yet squishy enough to make direct combat undesirable, should hopefully result in a character who attempts to stay off the enemy’s radar, flitting into and out of the shadows or getting out of sight to loop around behind their opponents, so as to deliver their best possible strikes. At the very least, they’ll be a huge danger in round one and a certified Wizard murderer.

Since we’re pulling Flat-Footed from 3e, I also snuck in another derived ability from that edition: Uncanny Dodge. I think if any class should retain their Dex AC when they would normally lose it, it’d be the Rogue.

While writing this, I really wanted to retain the Thief title in some way. I had considered a kit, much like 5e provides, which focused on specific skills to the exclusion of combat features. It’s an idea to which I’ll return one day.

Next up, the Bard.

No comments:

Post a Comment