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Ampersand: Sneak Attack
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4065951" data-attributes="member: 710"><p>Interesting article. The crunchy bits are coming! And it was definitely a Sneak Attack on me. I go to sleep, just having posted something on out of combat roles for d20 modern, and planned at looking at the responses in the morning. But what happens? Suddenly, a Rogue sneak attacks the boards, there are no replies to my post, but several pages - hell, even threads - inspired by this WotC article! <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>My observations, comments and speculations so far: </p><p>- Healing Surges: The number probably describes how often you can use a Second-Wind like mechanic per day. (healing probably 1/2 or 1/4 of your normal characters hit points). My guess is that actually triggering such a surge requires using another per day or per encounter power (never an at will power). This means a Fighters time to call it a day is when he has had enough encounters to deplete all his Healing Surges - but this can never be only a single encounter, since there are not enough "triggers" for him available.</p><p></p><p>- Weapon Profiency: The list looks awfully short. I suspect that there will be no longer a profiency penalty for weapons, but a bonus (wether it's +1, +2 or +5 remains to be seen. I suspect towards the latter). This would imply that, unlike in 3E, Fighters don't automatically hit better - but their range of weapons they can employ will probably be bigger of others. It might even mean that Wizards could compete with a Fighter if wielding a weapon their proficient in (like a Staff) - at least in the pure to-hit area. I guess a major part of the actual combat power for a weapon stems from powers, not from anything else. (And a Wizard will use his Staff to sling fireballs, not to hit the enemy fighter over the head with it)</p><p></p><p>- Skills: The skill list is short, but it doesn't seem to miss anything I would find cruicial for playing a Rogue. But I really wonder how INT will factor in into skill points. As others, I liked playing smart characters (icluding Rogues) with loads of skills. <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>It's noticeable that the Rogue doesn't have Diplomacy on his list, which means he probably isn't the party's speaker anymore. (But who will be it? Warlords and Clerics? Fighters?). So he is still there "middle-man" (Streetwise) and can still read people (Insight). Lying and finding information, people or goods are also still covered.</p><p>The set of "social" skills might explain how social encounters can become more interesting for the party as a whole - if not one character can cover all social skills, that the party needs to work together to "survive" in a social encounter scenario.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4065951, member: 710"] Interesting article. The crunchy bits are coming! And it was definitely a Sneak Attack on me. I go to sleep, just having posted something on out of combat roles for d20 modern, and planned at looking at the responses in the morning. But what happens? Suddenly, a Rogue sneak attacks the boards, there are no replies to my post, but several pages - hell, even threads - inspired by this WotC article! :) My observations, comments and speculations so far: - Healing Surges: The number probably describes how often you can use a Second-Wind like mechanic per day. (healing probably 1/2 or 1/4 of your normal characters hit points). My guess is that actually triggering such a surge requires using another per day or per encounter power (never an at will power). This means a Fighters time to call it a day is when he has had enough encounters to deplete all his Healing Surges - but this can never be only a single encounter, since there are not enough "triggers" for him available. - Weapon Profiency: The list looks awfully short. I suspect that there will be no longer a profiency penalty for weapons, but a bonus (wether it's +1, +2 or +5 remains to be seen. I suspect towards the latter). This would imply that, unlike in 3E, Fighters don't automatically hit better - but their range of weapons they can employ will probably be bigger of others. It might even mean that Wizards could compete with a Fighter if wielding a weapon their proficient in (like a Staff) - at least in the pure to-hit area. I guess a major part of the actual combat power for a weapon stems from powers, not from anything else. (And a Wizard will use his Staff to sling fireballs, not to hit the enemy fighter over the head with it) - Skills: The skill list is short, but it doesn't seem to miss anything I would find cruicial for playing a Rogue. But I really wonder how INT will factor in into skill points. As others, I liked playing smart characters (icluding Rogues) with loads of skills. :) It's noticeable that the Rogue doesn't have Diplomacy on his list, which means he probably isn't the party's speaker anymore. (But who will be it? Warlords and Clerics? Fighters?). So he is still there "middle-man" (Streetwise) and can still read people (Insight). Lying and finding information, people or goods are also still covered. The set of "social" skills might explain how social encounters can become more interesting for the party as a whole - if not one character can cover all social skills, that the party needs to work together to "survive" in a social encounter scenario. [/QUOTE]
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