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General Tabletop Discussion
*Dungeons & Dragons
Anyone else tired of the miserly begrudging Rogue design of 5E?
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<blockquote data-quote="Wiseblood" data-source="post: 7383917" data-attributes="member: 42437"><p>Oh, I think I see now. </p><p></p><p>You cleared up the conditional misconceptions that I had.</p><p></p><p>Well, if you want the non-system-mastery rogue to keep up better damage-wise with the hardcore brawlers that is simple and elegant enough to do the trick.</p><p></p><p></p><p>Or/and you could try something akin to the Battlemasters Superiority dice. Or possibly alternate uses of cunning action. Though that might be more than you would be willing to trade for.</p><p></p><p>Treachery dice sounds good to me. Save dc = 8+dex mod + proficiency bonus</p><p></p><p>Gang attack: spend one treachery dice to make a sneak attack against an opponent that can see at least one member of your party. Add 5d6 (above and beyond sneak attck) to the damage dealt. Can be used after the attack roll but before damage.</p><p></p><p>Bleeding strike: strike an opponent so that they bleed profusely. When you successfully sneak attack an opponent spend one treachery dice to cause a bleed effect that does 1d6 plus dex mod at the end of each of their turns until a constitution save is made vs your treachery DC. A successful heal check vs the dc or any amount of magical healing ends the effect.</p><p></p><p>Snake hands: when you hit an opponent spend one treachery dice. They must make a wisdom save against your treachery DC. Failure means they blame a creature within reach of your choice for their misfortune and lash out with their reaction to attack that creature.</p><p></p><p>I understand these are not as simple or elegant as a plain damage boost but I felt they fit a murderous scoundrel theme well...if your rogue is that kind of person. </p><p></p><p></p><p>Also it could be tacked on after you try out the enhanced Sneak Attack if you feel that they are still lagging behind.</p><p></p><p></p><p>If such advice or mechanics previously existed I stole it from someone here on ENWorld.</p></blockquote><p></p>
[QUOTE="Wiseblood, post: 7383917, member: 42437"] Oh, I think I see now. You cleared up the conditional misconceptions that I had. Well, if you want the non-system-mastery rogue to keep up better damage-wise with the hardcore brawlers that is simple and elegant enough to do the trick. Or/and you could try something akin to the Battlemasters Superiority dice. Or possibly alternate uses of cunning action. Though that might be more than you would be willing to trade for. Treachery dice sounds good to me. Save dc = 8+dex mod + proficiency bonus Gang attack: spend one treachery dice to make a sneak attack against an opponent that can see at least one member of your party. Add 5d6 (above and beyond sneak attck) to the damage dealt. Can be used after the attack roll but before damage. Bleeding strike: strike an opponent so that they bleed profusely. When you successfully sneak attack an opponent spend one treachery dice to cause a bleed effect that does 1d6 plus dex mod at the end of each of their turns until a constitution save is made vs your treachery DC. A successful heal check vs the dc or any amount of magical healing ends the effect. Snake hands: when you hit an opponent spend one treachery dice. They must make a wisdom save against your treachery DC. Failure means they blame a creature within reach of your choice for their misfortune and lash out with their reaction to attack that creature. I understand these are not as simple or elegant as a plain damage boost but I felt they fit a murderous scoundrel theme well...if your rogue is that kind of person. Also it could be tacked on after you try out the enhanced Sneak Attack if you feel that they are still lagging behind. If such advice or mechanics previously existed I stole it from someone here on ENWorld. [/QUOTE]
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Anyone else tired of the miserly begrudging Rogue design of 5E?
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