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What should Rogues do?
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<blockquote data-quote="Neonchameleon" data-source="post: 6026204" data-attributes="member: 87792"><p>My answer is simple: The 4e (Essentials) Thief (note: not the 4e Rogue).</p><p> </p><p>The 4e thief's thing beyond sneak attack is a collection of tricks - . Each trick uses their move action to use but allows them movement and some benefit beyond straight movement.</p><p> </p><p>Acrobat's Trick is close to the insane Parkourista; it grants them an out and out climb speed while they use it and adds two to their damage. If you don't have Acrobat's Trick, you aren't a better Traceur than anyone else with your dex.</p><p> </p><p>Sneak's Trick allows them to move and hide somewhere other people couldn't. In D&D Next terms I'd allow Sneak's Trick to allow the rogue to hide as part of their move when using sneak's trick - or to gain Advantage when using their standard action and Sneak's Trick together. If you don't have Sneak's Trick you aren't a better sneak than someone else with stealth training and your dex and race.</p><p> </p><p>Feinting Trick should in D&D Next do the same for bluff as Sneak's Trick does for Stealth. (The actual Feinting Trick in 4e is fairly terrible). And there should likewise be one for thievery (none of this making opening locks, picking pockets, and disarming traps separate skills please!).</p><p></p><p>Then there are combat only tricks. Tactical Trick lets you slip past enemies and gain combat advantage against those your allies are threatening. Unbalancing trick knocks enemies down. Thug's Trick pins an enemy in place, getting an opportunity attack if they try to shift away and Tumbling Trick lets you effectively Cleave.</p><p> </p><p>Give the D&D Next Rogue just the one background and two tricks at first level (each of which provides training in its associated skill). And then a couple more as they gain levels. And drop skill mastery - it takes away the tension.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6026204, member: 87792"] My answer is simple: The 4e (Essentials) Thief (note: not the 4e Rogue). The 4e thief's thing beyond sneak attack is a collection of tricks - . Each trick uses their move action to use but allows them movement and some benefit beyond straight movement. Acrobat's Trick is close to the insane Parkourista; it grants them an out and out climb speed while they use it and adds two to their damage. If you don't have Acrobat's Trick, you aren't a better Traceur than anyone else with your dex. Sneak's Trick allows them to move and hide somewhere other people couldn't. In D&D Next terms I'd allow Sneak's Trick to allow the rogue to hide as part of their move when using sneak's trick - or to gain Advantage when using their standard action and Sneak's Trick together. If you don't have Sneak's Trick you aren't a better sneak than someone else with stealth training and your dex and race. Feinting Trick should in D&D Next do the same for bluff as Sneak's Trick does for Stealth. (The actual Feinting Trick in 4e is fairly terrible). And there should likewise be one for thievery (none of this making opening locks, picking pockets, and disarming traps separate skills please!). Then there are combat only tricks. Tactical Trick lets you slip past enemies and gain combat advantage against those your allies are threatening. Unbalancing trick knocks enemies down. Thug's Trick pins an enemy in place, getting an opportunity attack if they try to shift away and Tumbling Trick lets you effectively Cleave. Give the D&D Next Rogue just the one background and two tricks at first level (each of which provides training in its associated skill). And then a couple more as they gain levels. And drop skill mastery - it takes away the tension. [/QUOTE]
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