New Rules for Thieves (CTH)

This section introduces rules of advanced complexity that players and DMs may wish to use in the campaign. While they are recommended for use in a gaming environment where thieves are common, they are not exclusively limited to the thief character.
As an exception to this generality, those optional rules that modify specific thief activities are, of course, useable only by thieves.
New rules are provided for lock and trap construction, removal, and modification; for specific animal training, tricks common and useful to thieves; to amplify the poison rules presented in the AD&D® 2nd Edition Dungeon Master's Guide; to allow thieves to possibly knock out a victim with a surprise blow from the rear; and to detail the encumbrance effects when armored characters attempt to perform acrobatics.