Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[5E] A Rogue "unnerf" - Extra Attack
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="doctorbadwolf" data-source="post: 7788070" data-attributes="member: 6704184"><p>I like the idea of giving rogues a different way to more reliably get SA, so they can use Cunning Action more often, but I don't really think Extra Attack is the best way. Not sure what would be a better (simple!) solution, though.</p><p></p><p></p><p></p><p>Sentinel and Mage Slayer both provide extra chances for opportunity attacks. I've never had issues getting my rogues into position to take advantage of them frequently. Making enemies want to get away from you is pretty easy, since you can drop level appropriate enemies with 1-2 attacks pretty frequently. If your game doesn't involve fighting spellcasters very often, Mage Slayer drops in usefulness, but I've never seen such a game, since spellcasters are the most challenging enemies. </p><p></p><p>Even if they use their spellcasting to get away from me via teleportation, that's fine, I'll get to them again next turn, and they'll either burn another spell slot on survival rather than offense, or they'll die quicker from my OAs. Either way, I'm contributing an extremely great benefit to the team's success.</p><p></p><p>A vicious rogue subclass might be one that simply changed reaction attacks made by the rogue to always resolve <em>before</em> the triggering action resolves. Then Mage Slayer gets you an attack even if the enemy teleports away from you. </p><p></p><p>Of course, an archer rogue is gonna want to go Stealth mode with crossbow expert and/or skulker. There's a trade from turn to turn between stealthing and getting a second shot, but that's fine in this case. They fill in eachother's weaknesses. When you can't get stealth at all, you just shoot as much as possible, and when you can, you only use that bonus action shot as a back up for when your Advantaged stealth shot fails. Or, if you don't like such tradeoffs, you just pick between being a stealthy sniper and being artillery. </p><p></p><p>I'd also love to see a rogue subclass that is part Artificer, and gets to fill arrows with alchemical items, like arrows that deliver the damage of a vial of acid or alchemist's fire upon impact, or create a 5 ft radius obscured area, or an area of difficult terrain like a half sized web spell, or save vs blindness or deafness in an area, etc.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7788070, member: 6704184"] I like the idea of giving rogues a different way to more reliably get SA, so they can use Cunning Action more often, but I don't really think Extra Attack is the best way. Not sure what would be a better (simple!) solution, though. Sentinel and Mage Slayer both provide extra chances for opportunity attacks. I've never had issues getting my rogues into position to take advantage of them frequently. Making enemies want to get away from you is pretty easy, since you can drop level appropriate enemies with 1-2 attacks pretty frequently. If your game doesn't involve fighting spellcasters very often, Mage Slayer drops in usefulness, but I've never seen such a game, since spellcasters are the most challenging enemies. Even if they use their spellcasting to get away from me via teleportation, that's fine, I'll get to them again next turn, and they'll either burn another spell slot on survival rather than offense, or they'll die quicker from my OAs. Either way, I'm contributing an extremely great benefit to the team's success. A vicious rogue subclass might be one that simply changed reaction attacks made by the rogue to always resolve [I]before[/I] the triggering action resolves. Then Mage Slayer gets you an attack even if the enemy teleports away from you. Of course, an archer rogue is gonna want to go Stealth mode with crossbow expert and/or skulker. There's a trade from turn to turn between stealthing and getting a second shot, but that's fine in this case. They fill in eachother's weaknesses. When you can't get stealth at all, you just shoot as much as possible, and when you can, you only use that bonus action shot as a back up for when your Advantaged stealth shot fails. Or, if you don't like such tradeoffs, you just pick between being a stealthy sniper and being artillery. I'd also love to see a rogue subclass that is part Artificer, and gets to fill arrows with alchemical items, like arrows that deliver the damage of a vial of acid or alchemist's fire upon impact, or create a 5 ft radius obscured area, or an area of difficult terrain like a half sized web spell, or save vs blindness or deafness in an area, etc. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[5E] A Rogue "unnerf" - Extra Attack
Top