Tony Vargas
Legend
In his case, "absolute system mastery," in your case "No feats or MC, 0-15 encounter/days, etc..."Hold the phone! ... Just what does "correct play" mean?
In his case, "absolute system mastery," in your case "No feats or MC, 0-15 encounter/days, etc..."Hold the phone! ... Just what does "correct play" mean?
To me that reads more like a wish list of how the game should work, than how it actually does work.I think the fundamental conflict on that is opportunity cost. For any of the casters to have a high-damage combat build they generally have to give up a lot of their other options, this hurts less for the big three classes that can rechoose spells each day but still exists.
A bard who goes all-in on damage probably stops healing or inspiring teammates as much, using their dice and buff spells on themselves, and still won't be good at it compared to a real combat class.
A sorcerer is a bit more obvious because they have so little for features beyond spells. If they pick for combat focus they give up almost all of their potential utility out of combat, and are probably hosed if something is resistant or immune to fire.
The martial classes are limited because they don't have a big pool of features to pick from to determine their focus, it is chosen to a large extent at class selection.
A fighter is good at fighting because his base AND subclass features are all aimed toward combat, the same reason he is never going to be as useful outside of combat as a rogue, bard or ranger.
A rogue will often be a bit behind the fighter in straight-up combat because the out-of-combat part is baked into the base class features so you can't give those up for more fighting like you can in some other classes. Much like the bard they can't really go for a true 'combat build' because their utility comes from a part of the class you can't exchange for combat options.
Many people see this as a feature. Your class determines your outlook. A fighter will focus on main combat in some form. A rogue will be utility with a strong dose of (common) situational damage. A ranger will have more utility than a fighter (especially in the wilds) but will have fewer combat options.
Other perspectives see it as a bug, where all classes should have the option of ditching more of the utility aspect of their class to focus primarily on combat, instead of having the mix dictated by class choice. In this specific example it would probably involve ditching the skill focus of the rogue to up their combat gimmick of sneak attack.
I do suspect the Great Weapon Master feat in particular was built to help strength fighters and barbarians not get completely left behind by rogues and other DEX heavy builds shot got accuracy, damage, initiative, defense, and some useful skills from one stat.
I also think people really underestimate the potential impact of that -25% chance to hit that comes with those feats against less mookish opponents, but I have limited experience to say for sure so do not wish to imply it is anything but theory and a gut feeling.
No, since combat is by far the most important pillar.If you argue that a rogue should be as good as any other class in combat, then the converse also applies: all classes should be as useful as a rogue out of combat.
I really don't think this thread is for you then. Good luck in your gaming!Personally. I don't see why someone who just wants to smack things round the head shouldn't just play a Barbarian. Choose a class that suits your playstyle, don't choose a class and then try and change it to suit your playstyle.
You're not answering the central issue....and, given a fairly diverse set of spell choices, most classes can be reasonably good in each pillar.
Sorry but now you're wilfully ignoring the question posed in the very thread title.I don't really see it like that.
The Rogue isn't a tank, but it has 2nd-best AC and HP, and class abilities that allow it to avoid damage and/or reduce it effectively. Its generally the most squishy of the martials, but tougher than most of the casters. Not glass by any means.
Its offensive capabilities aren't as high as DPR-focused fighters for example, but are consistently good and certainly don't embarrass it in combat. Over the course of a day, it tends to edge out the casters in damage done. It doesn't have massive nova: its not a cannon. But when the wizards and sorcerors are down to cantrips, and the barbarian is out of rages, the rogue is still stabbing away consistently.
And what it loses in combat capability compared to fighters, it massively gains compared to them in out of combat capabilities.
Of course this isn't helpful to your game, which is high-combat, but concentrated into few encounters. The rogue isn't going to be able to catch up with the casters if the casters aren't going to run out of high-end spell slots, and the rogue's out of combat supremacy doesn't help if there isn't out of combat moments for it to shine.
Add to that that the rogue player prefers not to optimise, but the players that their performance is being compared to like to optimise a lot, and ts not surprising that there is a perceived discrepancy in performance.
Maybe rather than a dice pool, just tweak the Assassin's ability: Once per short rest, you can turn a successful normal sneak attack into an automatic critical hit. Or something similar.
Mostly because I don't regard the rogue as a combat-focused class. It can hold its own, but it is emphasised much more towards out of combat capabilities. The same character concept could be expressed by a dex-based fighter if combat focus over out of combat capability is the preference.
Oh. Absolutely.
But remember that this isn't a general fix for a general issue. Its intended to fix the issue with your player's rogue in your game, compared with your other players.
Its a houserule that isn't going to be applied to any other games outside yours, so its behaviour outside the idiosyncrasies of your game isn't a problem.
This really, REALLY has nothing to do with when you started playing. Honest. Look at all those 1e modules. Towers of orcs for killing. Combat has ALWAYS been a huge part of the game. Maybe not for you, but, please, try not to project your experience onto others.
Thank you.
All of you arguing the Rogue is fine because there's little combat in your games...
Since combat is not paramount in your games, your games would not break by giving the Rogue some extra DPR oomph.
And since that would unbreak my Rogue, the conclusion is clear: a more generous Rogue design would benefit everybody
(Again, since I'm talking games with "all options on", the one argument I will concede is that any such bump probably should rely on feats or multiclassing, so it remains unavailable for "options off" games)
To me that reads more like a wish list of how the game should work, than how it actually does work.
Casters are not "hosed" because they choose to focus on combat. It is a class strength, not drawback, that they can be good at what the player wants to be good at.
You use many words but as far as I can see you really never refute my basic accusation: that the Rogue is especially bad at focusing on combat.
So let's talk about that. How successful do you think my suggested changes are in fixing this?
That's s tad ironic...Backstab dice feel like you wanted to play a paladin,