Ok, I see what you are saying.AllisterH said:I hope I was clearer this time.
For a 2H weapon to *shine* you need a high strength, high attack bonus, and PA, is what I said. Though if you do have a low strength, you might have problems carting around all your adventuring gear plus a huge weapon without being encumbered - especially if you're a halfling or gnome - which a rogue does not want to do (keeps you from using evasion & tumbling, gives an armor check penalty, slows movement, etc.).AllisterH said:1. There's no STR restriction on wielding a greataxe/zweihander
2. Rogue X/FTR 1 gives you access to greataxe
3. Greataxe >>>>>> Rapier/Shortsword/Dagger.
Mortellan said:There's only 320 pages in this PHB. I'm still keeping my expectations for the flexibility low.
Celebrim said:The thing is that alot of us got away from D&D precisely because of 'features' like that. We didn't see them as features. We saw them as bugs. We don't want dozens and dozens of books of kits and classes, which is exactly what this sort of preview promises.
What are you looking for the smart rogue to do? And in which previous editions do you feel that your concept of the smart rogue was given justice? I'm just curious as a basis for comparison.
Kamikaze Midget said:Most anything you'd expect a brilliant detective, a cunning liar, a streetwise urchin, a clever merchant, a master of riddles, a keenly observant tactician, and a master of lore to be able to do.
Specifically in combat this means, amongst other things:
- Using the battlefield to his advantage
- Seeing the weaknesses in an enemy's defense
- Knowing how and where and when to strike for maximum effect
- Seeing through bluffs and fients and dodges
- Not hitting often, but hitting hard when they do.
- To use knowledge to gain an immediate advantage
- To be able to manipulate enemies with words and deceptions and insidious forgeries
- To use a small amount of effort for a catastrophic effect
Previous editions haven't done an excellent job of it, but have nodded towards it with, for instance, the ability to do subdual damage with a sneak attack (for when information is more valuable than murder), or with a chance to use arcane scrolls or other magic devices (for when a little bit of knowledge can go a long way), or with feats such as Combat Expertise.
Saying "do it all with roleplaying!" is useless, because if I wanted to do that, I'd stick with my 1e fighters.
Mercule said:As I've said, I think it makes sense to give a ranger a narrow band of combat excellence. That way, he's a scary combatant, but doesn't encroach on the fighter's schtick too much. I just can't see any good rationale for TWF over any other style.
Kamikaze Midget said:Most anything you'd expect a brilliant detective, a cunning liar, a streetwise urchin, a clever merchant, a master of riddles, a keenly observant tactician, and a master of lore to be able to do.
Specifically in combat this means, amongst other things:
- Using the battlefield to his advantage
- Seeing the weaknesses in an enemy's defense
- Knowing how and where and when to strike for maximum effect
- Seeing through bluffs and fients and dodges
- Not hitting often, but hitting hard when they do.
- To use knowledge to gain an immediate advantage
- To be able to manipulate enemies with words and deceptions and insidious forgeries
- To use a small amount of effort for a catastrophic effect
Woohoo! THANK you.The Bringer of Peace said:And she could sneak attack with her shuriken. And a rapier, which she spent a feat for. It was worth it.