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4th ed, the Good & the Bad?
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<blockquote data-quote="Xanaqui" data-source="post: 3975017" data-attributes="member: 56394"><p><strong>Enough Sneak Attack?</strong></p><p></p><p></p><p>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.</p><p></p><p>Summons are very flexible. I really like them for trap detection <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. 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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Xanaqui, post: 3975017, member: 56394"] [b]Enough Sneak Attack?[/b] 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. Summons are very flexible. I really like them for trap detection :-) 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. 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. 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. 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. [/QUOTE]
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