CapnZapp
Legend
In the 2014 game, Rogues were wonky in two (or just possibly three) ways:
* they were allowed a second helping of Sneak Damage on someone else's turn, but there was no help provided to allow new players to consistently score this extra damage. (Basically Haste was the closest you got in practice) Feels decidedly un-5E to demand such a special level of system mastery from one of the four core classes... and we're not talking some obscure high-level ability of just a special subclass either; we're taking about Sneak Attack, the class-defining feature you get at level 1.
* there were no ways to increase Sneak Damage. Not a one. None. No feat, no spell, no item, none whatsoever. We're talking about nearly every "hard" limit not actually being that hard, if you just know where to look (max 20 stats, max 3 attunements, and so on)... but for reasons, opening up the possibility of increased sneak damage would instantly have destroyed the entirety of Hasbro or something?
* the requirement to be up close to your foe wasn't valued correctly. You didn't need to sacrifice nearly enough combat potential to sneak attack at range to justify melee builds.
I hope the 2024 Rogue will be able to choose 1) more reliable ways to score a second helping of SA damage, 2) more SA damage, and/or 3) more compensation for only being able to hurt people with 5 ft.
I know there's increased versatility in how you use SA and a lot of tweaks involving skill monkeyism, but here I'm discussing the "combat rogue" aspect of the class where the ability to directly deprive your foes of their hit points is squarely the focus.
* they were allowed a second helping of Sneak Damage on someone else's turn, but there was no help provided to allow new players to consistently score this extra damage. (Basically Haste was the closest you got in practice) Feels decidedly un-5E to demand such a special level of system mastery from one of the four core classes... and we're not talking some obscure high-level ability of just a special subclass either; we're taking about Sneak Attack, the class-defining feature you get at level 1.
* there were no ways to increase Sneak Damage. Not a one. None. No feat, no spell, no item, none whatsoever. We're talking about nearly every "hard" limit not actually being that hard, if you just know where to look (max 20 stats, max 3 attunements, and so on)... but for reasons, opening up the possibility of increased sneak damage would instantly have destroyed the entirety of Hasbro or something?
* the requirement to be up close to your foe wasn't valued correctly. You didn't need to sacrifice nearly enough combat potential to sneak attack at range to justify melee builds.
I hope the 2024 Rogue will be able to choose 1) more reliable ways to score a second helping of SA damage, 2) more SA damage, and/or 3) more compensation for only being able to hurt people with 5 ft.
I know there's increased versatility in how you use SA and a lot of tweaks involving skill monkeyism, but here I'm discussing the "combat rogue" aspect of the class where the ability to directly deprive your foes of their hit points is squarely the focus.