First Edition Advanced Dungeons & Dragons™ Character Creation
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Thief and Thief-Acrobat Weapon Proficiencies
  The thief's weapons and armor are limited principally by the need to move swiftly and silently, and to be able to hide easily.  Thus armor must not jingle or clank, and weapons must be fairly compact.  The thief-acrobat starts as a thief, and uses the same weapons and armor as the thief, for the same reasons.

  Under the original rules, most of this armor was permitted; the arcana rules decided that the thief who wears no armor should be bonused in particular ways, and that certain types of armor would result in penalties on some skills.  Looked at the other way, thieves are better than the original tables show, but various types of armor impede their skills.  However, thief skills are still possible wearing any of these types of armor:

Elfin Chain Mail
Leather Armor
Padded Armor
Studded Leather Armor

  There is also a short list of weapons available:

Short Bow
Caltrop
Club
Hand Crossbow
Dagger
Dart
Garrotte
Knife
Sap
Sling
Broad Sword
Falchion Sword
Long Sword
Short Sword

  The rules also permit a thief-acrobat two additional weapons.  These weapons are considered appropriate equipment to the tasks of the acrobat as distinct from the thief.  Under MyWorld rules, a thief must qualify for the thief-acrobat split class at the time he reaches the level to do so (level six), and is in every way a thief prior to that, except that the player may envision the character as a future acrobat, and the character may so envision himself.  Thus MyWorld does not allow a thief to begin with acrobat weapons.  However, other DM's may regard the thief-acrobat as a distinct class from the beginning, and so allow the selection of these weapons at level one:

Lasso
Quarter Staff

Return to Step 10 at the proficiencies count for the Thief or Thief-Acrobat.


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