Thief Types and Multi-Class Characters (CTH)

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==Thief Types and Multi-Class Characters==
The Advanced Thief Types options are designed to add depth to a thief character. But if the character is already multi-classed (as are many demi-humans; e.g., a halfling fighter/thief), he doesn't really need any more depth. Therefore only single-class thieves can take one of the Thief Kits described above.
However, with the flexibility available to thieves in the 2nd edition AD&D® game, especially with nonweapon proficiency rules, you can very closely simulate a kit by carefully choosing proficiencies and allotting points among thief skills. The character won't get the special benefits of the kit (e.g., the bonus nonweapon proficiencies), but to outward appearances, the character will be that type of thief.
For instance, suppose a halfling fighter/thief wishes to be a fence. If the Secondary Skills system is being used, he should take one of those listed in the fence kit—Trader/Barterer, let's say.
As a first level thief, he receives 4 nonweapon proficiencies (if they are used) and selects them from the required and recommended proficiencies of the kit. The required ones are Appraising and Information Gathering. Note that these proficiencies are NOT bonuses, because the halfling is not actually taking the kit. His other two slots should be filled from the recommended list; fast-talking and observation proficiencies, perhaps.
If you do all this, and have your DM's permission, within the context of your campaign this halfling will be considered a fence. That is, he fills the role of a fence in the campaign world, and is regarded as such by other figures of the underworld. Only you and the DM know that he doesn't have all the benefits of a true fence.
==Thief Types and Dual-Class Characters==
The same is not true of dual-class characters.
If a human character starts off as a thief, he may take any of the Thief Kits above. If, later, he decides to change classes according to the normal Dual-Class Benefits and Restrictions rules, he doesn't lose any of the benefits or hindrances of the kit he chose; he is still that sort of thief.
If a character starts off as some other character class and then, later, switches to one of the thief classes, he can choose a Thief Kit at that time, though the DM may insist that certain campaign events take place in order to allow him to do this.
For instance, let us suppose that a human fighter decides, later in life, to become a thief, and he wants to be an Acrobat. There's nothing wrong with that, but the DM should insist that the next several adventures deal with the transformation. The character could join a circus, perhaps, where he could be taught the tricks of the trade. Adventures should be built around this setting, and should somehow involve other player-characters in the campaign as well.
To better simulate the wait involved for the character to learn his new trade, the DM is within his rights to insist that the character not receive his Thief Kit until he's reached second experience level in his new class.