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<blockquote data-quote="Ahnehnois" data-source="post: 6301183" data-attributes="member: 17106"><p>I find that solo scouts have a lot to say in terms of determining what course of action the party will choose and what the terms of engagement will be, if any. It's hard to quantify that benefit, but it seems large to me.</p><p></p><p>Well, 3e gives us the 1000 gp Ring of Darkvision (or Darksight or something). And I don't find that light is usually a limitation.</p><p></p><p>That's very true</p><p></p><p>In general, while moving in non-urban environments, I find some kind of stealth character to be standard, a scout who is constantly using Hide/MS throughout the day. If he doesn't have fast stealth, the entire party has to move at half of his speed to maintain his usefulness as a scout. That's annoying.</p><p></p><p>***</p><p></p><p>I may simply remove guarded mind. For context, I originally had written this ability as a choice between trap sense and guarded mind, and had keyed the higher-level abilities to it (you had to take trap sense to get improved evasion, and you had to take guarded mind to qualify for slippery mind), splitting the rogue into a mental/physical dichotomy. This was a bad idea and has since been revised out, but guarded mind stayed. It seems too broad and not flavorful enough to me.</p><p></p><p>Also, here's a nice add-on for deft: Use Magic Device. That ought to make it competitive.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6301183, member: 17106"] I find that solo scouts have a lot to say in terms of determining what course of action the party will choose and what the terms of engagement will be, if any. It's hard to quantify that benefit, but it seems large to me. Well, 3e gives us the 1000 gp Ring of Darkvision (or Darksight or something). And I don't find that light is usually a limitation. That's very true In general, while moving in non-urban environments, I find some kind of stealth character to be standard, a scout who is constantly using Hide/MS throughout the day. If he doesn't have fast stealth, the entire party has to move at half of his speed to maintain his usefulness as a scout. That's annoying. *** I may simply remove guarded mind. For context, I originally had written this ability as a choice between trap sense and guarded mind, and had keyed the higher-level abilities to it (you had to take trap sense to get improved evasion, and you had to take guarded mind to qualify for slippery mind), splitting the rogue into a mental/physical dichotomy. This was a bad idea and has since been revised out, but guarded mind stayed. It seems too broad and not flavorful enough to me. Also, here's a nice add-on for deft: Use Magic Device. That ought to make it competitive. [/QUOTE]
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