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A New Paladin
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<blockquote data-quote="Remathilis" data-source="post: 4629212" data-attributes="member: 7635"><p>Rogue's suffer three major problems; combat shutdown (aka no sneak attack monsters at high-levels), skill point starvation (it appears you've fixed that) and lack of high-level options (beyond the initial six in the PHB). The good news is all three can be easily fixed.</p><p></p><p>1.) Make sneak attack work on any foe, not just against crittable monsters. This is the path 4e and Pathfinder took, and it makes a lot of sense. It keeps the rogue viable in undead-heavy games without resorting to "patches". Alternately, make sneak attack 1/2 dice against non-crit foes. That maintains the flavor of sneak attack being weak against some foes, but doesn't gimp the rogue completely.</p><p></p><p>2.) Fixed. Either condense skills or increase skill points. Anything to make Int less important than Dex.</p><p></p><p>3.) Add some good prestige-class abilities as high-level rogue options. Hide in Plain Sight is an obvious one. Assassin's death attack is another. In fact, you could probably kill the swashbuckler/duelist and take its stuff as well. </p><p></p><p>The biggest rogue-fix though is a continued nerf-sticking of wizard spells like invisibility, spider-climb, and knock, as well as magic items that auto-success rogue skills. These spells + easy magic item creation = less fun for rogue players.</p><p></p><p>Hope that helps.</p><p></p><p>Remathilis - resident rogue aficionado.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4629212, member: 7635"] Rogue's suffer three major problems; combat shutdown (aka no sneak attack monsters at high-levels), skill point starvation (it appears you've fixed that) and lack of high-level options (beyond the initial six in the PHB). The good news is all three can be easily fixed. 1.) Make sneak attack work on any foe, not just against crittable monsters. This is the path 4e and Pathfinder took, and it makes a lot of sense. It keeps the rogue viable in undead-heavy games without resorting to "patches". Alternately, make sneak attack 1/2 dice against non-crit foes. That maintains the flavor of sneak attack being weak against some foes, but doesn't gimp the rogue completely. 2.) Fixed. Either condense skills or increase skill points. Anything to make Int less important than Dex. 3.) Add some good prestige-class abilities as high-level rogue options. Hide in Plain Sight is an obvious one. Assassin's death attack is another. In fact, you could probably kill the swashbuckler/duelist and take its stuff as well. The biggest rogue-fix though is a continued nerf-sticking of wizard spells like invisibility, spider-climb, and knock, as well as magic items that auto-success rogue skills. These spells + easy magic item creation = less fun for rogue players. Hope that helps. Remathilis - resident rogue aficionado. [/QUOTE]
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