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D&D 5E Rogue and Archer Character Sheets


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Does it mention anywhere that the halfling is actually Small sized? I see the fluff that they are 3 feet tall, but I don't see anything about a size category.

I'm sure it is Small, but it would be useful to actually reference that on the sheet for new players so they can use Halfling Nimbleness without having pre-knowledge of size categories.

It doesn't mechanically do a whole lot aside from restrict your weapon choices. Everything else that denotes "size" IIRC is built right into the race. Wouldn't take up too much room to put it down there, though, for sure.
 

It doesn't mechanically do a whole lot aside from restrict your weapon choices. Everything else that denotes "size" IIRC is built right into the race. Wouldn't take up too much room to put it down there, though, for sure.

There's an ability right on the front of the character that says you can move through the space of a creature that's larger than you, but then doesn't say what size you are. That's a big mechanical effect. They could have explained a little bit more how that worked. Instead, a new player will have to ask the DM, grab the rulebook, or just ignore it.
 

I'm pretty disappointed in the 5e Rogue. They lowered the bonus of Expertise from an extra +5 to an extra +2 that scales up, lowered the extra skills from 3 to 2--remember, every class gets one extra skill already--lowered the number of expertise skills from 4 to 2, lowered the jump boost from 10 extra feet horizontal and 5 vertical to 3-5 feet horizontal IF you get a running jump.

Any one of those might be okay in a vacuum, but taken altogether it makes the rogue just crippled from its earlier version.

Compare "I'm the best at skills. I get 3 more skills than anyone, and 4 of my skills have an extra +5 bonus." to "I'm the best at skills. I get 2 more skills than anyone and 2 of them get a +2 bonus."

And the only, ONLY time that an extra 3 feet on a long jump is ever going to come up is if the GM looks at the rogue's sheet and says "Um...yeah, did I say 15 feet? I meant 17 feet."
 

There's an ability right on the front of the character that says you can move through the space of a creature that's larger than you, but then doesn't say what size you are. That's a big mechanical effect. They could have explained a little bit more how that worked. Instead, a new player will have to ask the DM, grab the rulebook, or just ignore it.

Point made. :D

Although "larger than you" does not HAVE to have distinct mechanical definitions and common sense could also be used. Well it COULD.
 

I'm pretty disappointed in the 5e Rogue. They lowered the bonus of Expertise from an extra +5 to an extra +2 that scales up, lowered the extra skills from 3 to 2--remember, every class gets one extra skill already--lowered the number of expertise skills from 4 to 2, lowered the jump boost from 10 extra feet horizontal and 5 vertical to 3-5 feet horizontal IF you get a running jump.

Any one of those might be okay in a vacuum, but taken altogether it makes the rogue just crippled from its earlier version.

Compare "I'm the best at skills. I get 3 more skills than anyone, and 4 of my skills have an extra +5 bonus." to "I'm the best at skills. I get 2 more skills than anyone and 2 of them get a +2 bonus."

And the only, ONLY time that an extra 3 feet on a long jump is ever going to come up is if the GM looks at the rogue's sheet and says "Um...yeah, did I say 15 feet? I meant 17 feet."

You like to play rogues, do ya? :cool: (Me too)

They're still darn good.
 

Here's what I spotted:

Hit Dice: This is a big one. The Rogue now had d8 hit dice rather than d6.

Expertise: Instead of giving a flat bonus of +5, it instead doubles the proficiency bonus. It also only applies to two proficiencies. (In this character’s case, Stealth and Thieves’ Tools).

Sneak Attack: Reaches +2d6 at level 3, and +3d6 at level 5 instead of levels 5 and 8.

Dash is the new Hustle.

Thieves’ Cant is learned at level 1 rather than 2, but this may be an effect of Criminal.

Uncanny Dodge is what was called Evasion in the interim rules.

Second Story Work is the new Burglary; the jumping bonus has been changed to your Dexterity modifier.

Cunning Actions now states it grants a bonus action, not an extra action.

The Number of Skills is lower than before. The thief used to get 4 in addition to the 3 background skills, this thief only has 6 skills in total. It is likely that the skills gained are 2 from background, 3 from class, and one either free choice or racially-based. (There are arguments for both).

The Criminal Background is new, along with its Criminal Contact trait.

Armour Proficiencies have changed; the rogue no longer has proficiency with medium armour.

Weapon Proficiencies have changed; the rogue no longer has proficiency with light crossbows.

Saving Throws have changed; the rogue now has Intelligence and Dexterity instead of just Dexterity

Sneak Attack now clarifies that it only works with Dexterity-based attacks, and you can’t use it if you have disadvantage on the attack roll.

Racial Ability Score Modifiers have changed to +2 and +1, but I can’t tell if it is +2 Dex and +1 Cha or the other way around!

Nicer formatted version here: http://merricb.wordpress.com/2014/07/01/changes-from-the-dd-playtest-the-starter-set-rogue/

Cheers!
 

And the More Fighter changes]changes to the fighter[/url]:

Folk Hero: This is a new background, which gives the Rustic Hospitality trait. Skills? Certainly Animal Handling and perhaps Survival.

Fighting Style: Archery: The bonus to attack has changed to +2, up from +1.

No Mount proficiency? Does the Vehicles (Land) proficiency include riding horses? It wouldn’t surprise me.

Cheers!
 

Still, I like it. No dragon/mithral armors on the table. Some of the redundant armors (light shields and padded armor) is gone as well.


Redundant, really? Now for the rules of the Starter Set or Basic stuff, that does not bother me too so be it, but if the lacks variety can also be found in the PHB, then I'll make a nervous breakdown. First, only the different prices refute redundancy and give some interest to choose this or that armor; sometimes the adventurer is broke (poor guy) than expected! And I'm sure there will be other reasons for explain the diversity. As such, I will be excited to see in the game the tower shield (for coverage against missiles among others), the half or full plate, the wooden shield *, etc.


Moreover, it can also be a reason for geographic and economic context in your world. I mean it is possible that in a specific region it is difficult to tan leather because animal wildlife is not appropriate for this and import the leather is just too expensive: therefore the alternative that's necessary, if your pouch is light, will the padded armor. Anyway, diversity is synonymous with cultural wealth!


* Yes, because the druids, to name but a few, they need ...
 

Rogues and skills

Rogues and skills have been an oddball pretty much since skills had been added to the game.

The erudite wizard that's expected to be the font of knowledge on everything from ancient languages, everything from other planes, the secrets of the lost civilizations, how to read a map, and so many other things, so long as they were a knowledge skill, something dealing with magic, or other planes, and yet they got 1 skill point.

Then you had the rogue. A class that rarely has much in the way of education, and yet ended up with a boatload of skills that could equal the rest of the party. Now it's true that the skill bloat that occurred had the rogue using the vast majority of those for their roguish talents, or at least that's what the designers expected. In our groups most of the time, a large number of them only learned a few traditional rogue skills if any, and then used the rest to become experts in multiple fields.
It got so bad that 3 of the GMs houseruled that only 1/4th of a rogues skill points could be used for electives, the rest had to go to a list of rogue appropriate skills.
Later they also give wizards bonus skill points to be used for wizardly approved skills as well. Things like spellcraft, concentration, appropriate knowledges, etc.

Well, it looks like a lot of the skill bloat is gone, though even with a slight reduction in skill points, they are still doing pretty darn good as they don't have to waste a ton of them dealing with the skill bloat.
(Tumble, balance, search, spot, rope use, and a number of others that were redundant, or way too specific.)
 

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