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Anyone else tired of the miserly begrudging Rogue design of 5E?
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<blockquote data-quote="Rossbert" data-source="post: 7389515" data-attributes="member: 6922357"><p>I didn't refute it because that was my point. It is fundamentally unable to fully focus on combat because it is written specifically not to.</p><p></p><p>The hosed part was because fire sorcerers tend to be the damage build. If you something can't be hurt by fiee most of their attacks are meaningless.</p><p></p><p>Backstab dice feel like you wanted to play a paladin, which is actually a fairly good example of a burst heavy damage precise strike could look, so may not be a bad starting point</p><p></p><p>I think the easiest thing is to just make sneak attack the class' whole gimmick. I think one of the design principles was that each level brings a new thing (new class feature, class feature improvement, ASI, new level of spells). So if it is your goal pull some class features you don't like and add a sneak attack die there. While at it you should probably put in extra attack somewhere between 6 and 10 so they can have as many as three chances to get the sneak attack damage off. </p><p></p><p>Probably avoid pulling too many of the defensive abilities, but then you will not have as many places to put in more dice. You still need to be aware this keeps the rogue an accurate, sustained damage source, not a burst and going overboard will swing it the opposite way because the rogue will reliably be putting out this damage since they won't miss as much as a great weapon fighter and it only takes one hit out of two or three to do all the damage, instead of needing to hit with multiple attacks.</p><p></p><p>It has the advantage of being easy to implement, frees up the subclasses to add other directions and if you wanted to, it allows for an easy way to consistently add more dice if you wanted to swap out subclass features too. In addition it is very easy to tweak as desired by just altering how many abilities you switch.</p><p></p><p>It makes it less rogue-like but boosts the damage in approximately a fair way comparatively for this type of campaign.</p><p></p><p>On the first hand, if you can list what things this player really needs to make it be a 'rogue' to them, it might be worth looking at a major overhaul using the paladin, ranger, or warlock as a base mechanic.</p><p></p><p></p><p>PS: I keep finding this thread (title especially) humorous personally because just about a month ago I was thinking that the rogue class was given way too much and I wished other classes had stuff to let them keep up.</p></blockquote><p></p>
[QUOTE="Rossbert, post: 7389515, member: 6922357"] I didn't refute it because that was my point. It is fundamentally unable to fully focus on combat because it is written specifically not to. The hosed part was because fire sorcerers tend to be the damage build. If you something can't be hurt by fiee most of their attacks are meaningless. Backstab dice feel like you wanted to play a paladin, which is actually a fairly good example of a burst heavy damage precise strike could look, so may not be a bad starting point I think the easiest thing is to just make sneak attack the class' whole gimmick. I think one of the design principles was that each level brings a new thing (new class feature, class feature improvement, ASI, new level of spells). So if it is your goal pull some class features you don't like and add a sneak attack die there. While at it you should probably put in extra attack somewhere between 6 and 10 so they can have as many as three chances to get the sneak attack damage off. Probably avoid pulling too many of the defensive abilities, but then you will not have as many places to put in more dice. You still need to be aware this keeps the rogue an accurate, sustained damage source, not a burst and going overboard will swing it the opposite way because the rogue will reliably be putting out this damage since they won't miss as much as a great weapon fighter and it only takes one hit out of two or three to do all the damage, instead of needing to hit with multiple attacks. It has the advantage of being easy to implement, frees up the subclasses to add other directions and if you wanted to, it allows for an easy way to consistently add more dice if you wanted to swap out subclass features too. In addition it is very easy to tweak as desired by just altering how many abilities you switch. It makes it less rogue-like but boosts the damage in approximately a fair way comparatively for this type of campaign. On the first hand, if you can list what things this player really needs to make it be a 'rogue' to them, it might be worth looking at a major overhaul using the paladin, ranger, or warlock as a base mechanic. PS: I keep finding this thread (title especially) humorous personally because just about a month ago I was thinking that the rogue class was given way too much and I wished other classes had stuff to let them keep up. [/QUOTE]
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Community
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Anyone else tired of the miserly begrudging Rogue design of 5E?
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