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5E Rogue Archetype: Ruffian
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<blockquote data-quote="Ezel" data-source="post: 6630745" data-attributes="member: 6795910"><p>Nice! I like it, but I think it would be cooler with more importance given to grappling and more power to unarmed strikes.</p><p>No holds barred is pretty much useless, it would be useful only in those rare cases when the rogue is disarmed/unarmed for some strange reason and has no better choice. Also why not letting them sneak attack with them right away? Even with sneak attack it's still an extremely situational (or just weak) feature. Unlike the monk, that can attack with unarmed strikes as a bonus action, this feature gives nothing over using a rapier instead, and even monks are better off with a sword at lower levels while using unarmed attacks only as bonus actions. </p><p>Kidnapper is nice but I would personally let a character already mute a person if they grapple someone surprised. I think a bonus action unarmed sneak attack when grappling sounds nicer. The muting and blinding could be just part of the grapple in a surprise round.</p><p>Menacing Presence sounds pretty good, it's a pity the game doesn't specify a default way to cause the frightened condition with intimidate checks, I personally let players do that with an action Intimidate vs Insight, but technically it's a houserule. Maybe specify this kind of rule?</p><p>I like how extortion is basically Charm Person, but I would some serious problems describing what happens to the character exactly, you intimidate the character but instead of getting frightened, they get friendly, it's... weird?</p><p>Fight Dirty is really strong, maybe even too strong, you might stunlock an enemy, and it's especially dangerous if your party outnumbers the enemies. On the bright side it finally gives a point (after 13 levels) in using unarmed strikes instead of a rapier.</p><p>Vicious Killer is a bit underwhelming especially if compared to fight dirty, it's an extra attack that (as always) doesn't let you have more than one sneak attack, so it's not particularly powerful, but comes only once per short rest, you are better off multiclassing two levels in fighter and getting action surge instead of getting this feature. Is the extra die added only on the conditions specified above or does it apply always? It feels a little unclear.</p><p></p><p>I would add something for athletics and grappling checks and modify it so that you make sure that unarmed strikes are the best option.</p><p>Really nice archetype, I like tough rogues, and this one focusing on unarmed attacks seems like a fun idea.</p></blockquote><p></p>
[QUOTE="Ezel, post: 6630745, member: 6795910"] Nice! I like it, but I think it would be cooler with more importance given to grappling and more power to unarmed strikes. No holds barred is pretty much useless, it would be useful only in those rare cases when the rogue is disarmed/unarmed for some strange reason and has no better choice. Also why not letting them sneak attack with them right away? Even with sneak attack it's still an extremely situational (or just weak) feature. Unlike the monk, that can attack with unarmed strikes as a bonus action, this feature gives nothing over using a rapier instead, and even monks are better off with a sword at lower levels while using unarmed attacks only as bonus actions. Kidnapper is nice but I would personally let a character already mute a person if they grapple someone surprised. I think a bonus action unarmed sneak attack when grappling sounds nicer. The muting and blinding could be just part of the grapple in a surprise round. Menacing Presence sounds pretty good, it's a pity the game doesn't specify a default way to cause the frightened condition with intimidate checks, I personally let players do that with an action Intimidate vs Insight, but technically it's a houserule. Maybe specify this kind of rule? I like how extortion is basically Charm Person, but I would some serious problems describing what happens to the character exactly, you intimidate the character but instead of getting frightened, they get friendly, it's... weird? Fight Dirty is really strong, maybe even too strong, you might stunlock an enemy, and it's especially dangerous if your party outnumbers the enemies. On the bright side it finally gives a point (after 13 levels) in using unarmed strikes instead of a rapier. Vicious Killer is a bit underwhelming especially if compared to fight dirty, it's an extra attack that (as always) doesn't let you have more than one sneak attack, so it's not particularly powerful, but comes only once per short rest, you are better off multiclassing two levels in fighter and getting action surge instead of getting this feature. Is the extra die added only on the conditions specified above or does it apply always? It feels a little unclear. I would add something for athletics and grappling checks and modify it so that you make sure that unarmed strikes are the best option. Really nice archetype, I like tough rogues, and this one focusing on unarmed attacks seems like a fun idea. [/QUOTE]
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