Phlebas
First Post
Xanaqui said:Perhaps. I was more thinking of Fly (or in some cases, Spider Climb) vs. Balance/Tumble/Climb/Jump, Freedom of Movement vs. Escape Artist/Swim, Knock (or just a heavy damage spell) vs Open Lock/Disintegrate/Passwall, Dimension Door/Teleport vs Disable Device. Invisibility vs Hide. I don't really find divinations comparable - some do things Rogues can't dream of, and others are solved more simply by removing (or opening) the door. It may just be a difference in level ranges that we're thinking of.
Maybe, I'm at 7th level, and I think you need to be higher to pull out spells like that for miscellaneous activity (though for the final encounter its def an option). for some reason our party is overloaded with spider climb items so we can spend the final encounter huddling on the ceiling.....
Xanaqui said:Summons are very flexible. I really like them for trap detection![]()
I've also got a bag of tricks for that unremarkable doorway problem

Xanaqui said:Actually, I think that as a skill-based class, Rogues have far too few skills. I've tried pumping them to 12 + int mod, and it still ended up being too few. I've added generic combat options onto a dozen or so skills, and that did help some.
And yes, I do try to emphasize skill usage where I can; I think it's one of the better advances of 3E vs. late 2E.
........
Well, given an individual skill, yes, any class could try it. They mostly get a better breadth of skills. However, even with an 18 Int (or 16 if Human), they get 1/3 of the core skills; less if you include the fact that a bunch of sub-skills (such as Knowledge) need to be purchased separately. I'm thinking that they should get something closer to a base of 14 skill points/level (base), with all skills as class skills.
Def valid points, i was just trying to highlight rogues are not one-trick ponies with SA. Although i think the skill system could be improved, and played around with it in house rules, i haven't seen anything yet that really fixes all the issues elegantly. Personally i'm thinking of giving out free skill focus feats to all characters every x levels but thats a 3E sticking plaster.
Xanaqui said:I wouldn't mind sneak-attack immunity if, say, 10% (or less) of creatures had it. The problem is that at high levels, more like 50% of creatures have it, and even at low levels, it's well over 10% (all Plants, Oozes, Undead, and Constructs- just to start). SR on the other hand, is controllable, and (over a number of levels) pretty easy to mostly ignore (heck, your summons example above is a classic way to get around SR). DR is an annoyance you can specifically prepare to get around.
"Ah, so we agree the principle and now we're just haggling over the price"
I've no problem with changing the range of creatures immune to sneak, personally i'd like to see a mechanic similar to rangers favoured enemy to change the range. it would allow an undead specialist to be happy traipsing around a crypt, but still be nervous of plants or a construct demolition expert to have a skeleton-phobia.
Xanaqui said:I'm unclear as to why Immunity to Crits matters much to anyone but Rogues - isn't it at most roughly a 23% or so reduction in damage (assuming Improved Crit/Keen and a maximum crit weapon)? Frankly, high-level warrior-types typically got a bunch of +1d6-type damage abilities on their weapons in my games (and would typically not go for maximum crit weapons), so I think it was quite a bit less significant than that in my games.
In my game i have a cleric / fighter with improved crit and lucky dice, so its becoming a regular feature of combat these days, but that may be a personal view..... especially since no-one can match the TWF Fighter / Rogue / Shadowdancer for damage output and she's now thinking of improved critical as well!
Xanaqui said:To be clear, with some frequency while designing an adventure, I have to look through the first draft to determine if anything can be sneak-attacked, and if not, I need to change the module in response. I find that annoying, particuarly if I'm doing a run of them. When playing a rogue, I find not being able to sneak attack anything because the GM wanted to create, say, an undead-filled crypt extremely annoying.
I do think you can get issues if you don't mix and match challenges for any character class, try taking a druid, fighter specialising in mounted combat, illusionist and rogue down an undead filled crypt and see who feels more hard done by.... as a DM you have the ability to design PC killers or Gold mines with your decisions - SA immunity is just one of many factors you should be careful not to overuse.
In both the games I play in the Rogue spot has been taken by a Ranger + Artificier or Urban Ranger + Warlock- they're 5 PC games and when we rolled up / pointed up PC's it was just how it came out.
Where I DM there's 2 multi-class rogues and the only comment about SA came up when they were dealing with a bunch of half-golems in the sewers over several sessions. I always justified it as SA immunity was one of the reasons the half-golems were kicking butt of the other thieves guilds. Anyhow, the golems were beaten back and now they're more worried about the bad case of lycanthropy the docklands guild has come down with.....