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D&D Older Editions
4e-like game (title TBD)
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<blockquote data-quote="Composer99" data-source="post: 9233142" data-attributes="member: 7030042"><p><strong>The Rogue</strong></p><p>This rogue will not stray <em>too</em> far from the ideas of the 4e rogue - a martial striker/damage-dealer with some light control elements.</p><p></p><p><strong>Core Ideas</strong></p><p>The core ideas of the class are:</p><ul> <li data-xf-list-type="ul">Striking the Vulnerable</li> <li data-xf-list-type="ul">Set Up and Take Down</li> <li data-xf-list-type="ul">Sneaky Lurker</li> </ul><p><em>Striking the Vulnerable</em></p><p>The rogue doesn't want to get into a stand-up fight against enemies - they want to strike the vulnerable. As you might imagine, this is usually modeled in the game by sneak attack.</p><p></p><p><em>Set Up and Take Down</em></p><p>Instead of having a resource, as such, that the rogue tracks, they have "Combo" (an idea inspired both by World of Warcraft and Darkest Dungeon 2). This is a trait that rogue imposes on other creatures by some of their at will attacks, or possibly by some utility powers (for instance, an ability to impose Combo on creatures that have been marked by a defender.)</p><p></p><p>The rogue's encounter powers, such as they are, will have improved effects when attacking a target with Combo, while also removing Combo.</p><p></p><p>I don't expect to make Combo work on an individual basis, meaning rogues can team up: one sets up a foe by applying Combo, and the other takes them down with an attack that keys off of having Combo.</p><p></p><p><em>Sneaky Lurker</em></p><p>The rogue likes to be hidden and sneak around. They'll find it easier to sneak around than characters from other classes will. In 4e, the Hide action is a minor action, but I think I'll make it a standard action in this game - except for the rogue, who can still hide as a "quick" action.</p></blockquote><p></p>
[QUOTE="Composer99, post: 9233142, member: 7030042"] [B]The Rogue[/B] This rogue will not stray [I]too[/I] far from the ideas of the 4e rogue - a martial striker/damage-dealer with some light control elements. [B]Core Ideas[/B] The core ideas of the class are: [LIST] [*]Striking the Vulnerable [*]Set Up and Take Down [*]Sneaky Lurker [/LIST] [I]Striking the Vulnerable[/I] The rogue doesn't want to get into a stand-up fight against enemies - they want to strike the vulnerable. As you might imagine, this is usually modeled in the game by sneak attack. [I]Set Up and Take Down[/I] Instead of having a resource, as such, that the rogue tracks, they have "Combo" (an idea inspired both by World of Warcraft and Darkest Dungeon 2). This is a trait that rogue imposes on other creatures by some of their at will attacks, or possibly by some utility powers (for instance, an ability to impose Combo on creatures that have been marked by a defender.) The rogue's encounter powers, such as they are, will have improved effects when attacking a target with Combo, while also removing Combo. I don't expect to make Combo work on an individual basis, meaning rogues can team up: one sets up a foe by applying Combo, and the other takes them down with an attack that keys off of having Combo. [I]Sneaky Lurker[/I] The rogue likes to be hidden and sneak around. They'll find it easier to sneak around than characters from other classes will. In 4e, the Hide action is a minor action, but I think I'll make it a standard action in this game - except for the rogue, who can still hide as a "quick" action. [/QUOTE]
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