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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E Rogue for non-4E enthusiast
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 4068504" data-attributes="member: 54843"><p>I know you guys aren't fond of hearing, "This is probably in the rulebook but not the preview," but I think in this case it's kind of obvious. Of course the combat section (or whatever) is going to explain what per-encounter powers are and how and why they "recharge," and of course they're not going to reiterate that explanation for every single class.</p><p></p><p>The broader pattern in complaints here is kind of interesting. It seems like a lot of people are upset that the new rogue is too limited (in equipment, skills, etc). Celebrim is a good example here. Personally, I kind of see this as a logical step for 4e. In 3e you had some classes (like monk and paladin) with super-restricted flavor and abilities, and others (rogue and fighter) that verged on "classless" in their flexibility. If you were playing a 3e "face" character who never snuck around or did anything remotely dishonorable, but who liked 8+Int skill points per level... do you really consider that a "rogue"? </p><p></p><p>A guy sneaking around in a chain shirt with a club isn't exactly a "typical" rogue, either. This doesn't mean it shouldn't be possible, but it doesn't bother me overly that you'll need to take an extra feat or two to make it happen. Start with the iconic, and use feats to branch out from there - sounds like a decent structure-versus-freedom compromise to me. (This is assuming, of course, that WotC is smart enough to include feats that let you use more weapons with weapon-restricted class abilities like Sneak Attack.) </p><p></p><p>I predict that people here will be similarly disappointed by fighters and wizards, which are being "honed" to more restricted archetypes, and they'll be happy about the new flexibility of rangers, paladins and warlocks.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 4068504, member: 54843"] I know you guys aren't fond of hearing, "This is probably in the rulebook but not the preview," but I think in this case it's kind of obvious. Of course the combat section (or whatever) is going to explain what per-encounter powers are and how and why they "recharge," and of course they're not going to reiterate that explanation for every single class. The broader pattern in complaints here is kind of interesting. It seems like a lot of people are upset that the new rogue is too limited (in equipment, skills, etc). Celebrim is a good example here. Personally, I kind of see this as a logical step for 4e. In 3e you had some classes (like monk and paladin) with super-restricted flavor and abilities, and others (rogue and fighter) that verged on "classless" in their flexibility. If you were playing a 3e "face" character who never snuck around or did anything remotely dishonorable, but who liked 8+Int skill points per level... do you really consider that a "rogue"? A guy sneaking around in a chain shirt with a club isn't exactly a "typical" rogue, either. This doesn't mean it shouldn't be possible, but it doesn't bother me overly that you'll need to take an extra feat or two to make it happen. Start with the iconic, and use feats to branch out from there - sounds like a decent structure-versus-freedom compromise to me. (This is assuming, of course, that WotC is smart enough to include feats that let you use more weapons with weapon-restricted class abilities like Sneak Attack.) I predict that people here will be similarly disappointed by fighters and wizards, which are being "honed" to more restricted archetypes, and they'll be happy about the new flexibility of rangers, paladins and warlocks. [/QUOTE]
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