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Ampersand: Sneak Attack
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 4066084" data-attributes="member: 5868"><p>Hmmm. Interesting. Not convincing, but interesting. Nice to see some concentrated crunch for a change after months of waiting. Of course, all of this is out of context, so we don't really know what it all means. For example: combat advantage includes flanking, flat-footed, what else? Thievery skill encompasses what abilities?</p><p></p><p>I like the fact that powers are clearly defined and there are options there. But I'm disappointed about what appears to be the lack of other customization options:</p><p></p><p>1. Fixed skills. Why Stealth + Thievery + Pick 4 ... why not Pick 6 to allow some character creation flexibilty. Depending on what's in Thievery ... whya are all rogues automatically thieves? And no impact of Int on skill choice? Unless we aren't see that ... but I'd certainly like to have the ability to build a skillful rogue base on high Int.</p><p></p><p>2. Fixed hit points. Though I personally like this, I hope there is an optional rule that allows for rolling hit points at each level.</p><p></p><p>3. Weapon list. Seems too short (where's the short bow? club? sap?). And I dislike "shuriken" ... rather see "throwing knife" with "throwing knife being a category that include all sorts of thrown stabby things. But again, no context. Perhaps there is a "simple" weapon list that all characters can use that include things like clubs & maces.</p><p></p><p>What we really need to see is how the interaction of feats works with characters. We know/suspect that characters gain feats every other level (roughly), and that feats are now geared more toward utility while the powers are the combat skills. So it may be that there are enough feats that the way to get more skills, weapon, or armor choices is to simply use a feat.</p><p></p><p>And I'm wondering about TWF, too ... I really like TWF rogues, though the change of sneak attack to once per round would appear to completely nerf the utility of the TWF rogue.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 4066084, member: 5868"] Hmmm. Interesting. Not convincing, but interesting. Nice to see some concentrated crunch for a change after months of waiting. Of course, all of this is out of context, so we don't really know what it all means. For example: combat advantage includes flanking, flat-footed, what else? Thievery skill encompasses what abilities? I like the fact that powers are clearly defined and there are options there. But I'm disappointed about what appears to be the lack of other customization options: 1. Fixed skills. Why Stealth + Thievery + Pick 4 ... why not Pick 6 to allow some character creation flexibilty. Depending on what's in Thievery ... whya are all rogues automatically thieves? And no impact of Int on skill choice? Unless we aren't see that ... but I'd certainly like to have the ability to build a skillful rogue base on high Int. 2. Fixed hit points. Though I personally like this, I hope there is an optional rule that allows for rolling hit points at each level. 3. Weapon list. Seems too short (where's the short bow? club? sap?). And I dislike "shuriken" ... rather see "throwing knife" with "throwing knife being a category that include all sorts of thrown stabby things. But again, no context. Perhaps there is a "simple" weapon list that all characters can use that include things like clubs & maces. What we really need to see is how the interaction of feats works with characters. We know/suspect that characters gain feats every other level (roughly), and that feats are now geared more toward utility while the powers are the combat skills. So it may be that there are enough feats that the way to get more skills, weapon, or armor choices is to simply use a feat. And I'm wondering about TWF, too ... I really like TWF rogues, though the change of sneak attack to once per round would appear to completely nerf the utility of the TWF rogue. [/QUOTE]
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