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*Dungeons & Dragons
Anyone else tired of the miserly begrudging Rogue design of 5E?
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<blockquote data-quote="CapnZapp" data-source="post: 7384778" data-attributes="member: 12731"><p>Thank you for at least recognizing my perceived issue and reading my solution. </p><p></p><p>Yes, in unoptimized games the Rogue needs no help (and I believe I said as much).</p><p></p><p>But I would be interested in you taking your analysis one step further: already in the core game the Rogue can achieve his level in sneak dice, only distributed over two, not one, successful sneak attacks.</p><p></p><p>You say you dislike that, but apparently you're more worried about the damage than the delivery.</p><p></p><p>Have you taken any steps to remedy that, is my question since it seems we could benefit from the same solution (only with different amounts of sneak dice).</p><p></p><p>Regards</p><p></p><p>Ps. From my point of view you don't need "very optimized builds", but judge for yourself:</p><p></p><p>The Druid gets there any time he summons eight Velociraptors. I've actually nerfed these spells by having the player roll a die each time: rill high, you get the exact critters you want; roll low, you get weaker specimens. Otherwise the Druid isn't geared towards DPR which isn't a problem since he's a support class.</p><p></p><p>The Paladin is an obvious nova'er.</p><p></p><p>The Barbarian also has it easy, with rage and reckless. </p><p></p><p>The Sorcerer is a DPR beast and King of novas, as would be expected for a class capable of twinned cantrip plus quickened Fireball in the same round.</p><p></p><p>The Monk gets excellent utility out of a plus weapon with his four or five attacks and Stun remains the best debuff in the game (except possibly a twinned Hold Monster, but that's expensive) </p><p></p><p>All five are capable of 60+ damage with effort and luck.</p><p></p><p>In this perspective, granting the Rogue a single helping of 9d6 doesn't raise any eyebrows. </p><p></p><p>In fact all the players agree the Rogue falls behind and that half level in sneak dice is rather timid and conservative (or in my words, miserly and begrudging).</p><p></p><p>Of course, had the player maximized play and pulled off two sneaks a round with any consistency, the issue might have not been pressing at my table.</p><p></p><p>But that does not change my main criticism: Why is the Rogue one of the most difficult classes to play? Nothing in the class description suggests a reason why the current byzantine implementation is a good or proper one.</p><p></p><p>And very few of you have actually responded to the question: how would it be a bad thing to make the Rogue simpler? To me, the Rogue is an excellent candidate for Champion levels of straightforwardness.</p><p></p><p>In combat, mind you. Out of combat it can be as intricate as the traps it overcomes! ☺</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7384778, member: 12731"] Thank you for at least recognizing my perceived issue and reading my solution. Yes, in unoptimized games the Rogue needs no help (and I believe I said as much). But I would be interested in you taking your analysis one step further: already in the core game the Rogue can achieve his level in sneak dice, only distributed over two, not one, successful sneak attacks. You say you dislike that, but apparently you're more worried about the damage than the delivery. Have you taken any steps to remedy that, is my question since it seems we could benefit from the same solution (only with different amounts of sneak dice). Regards Ps. From my point of view you don't need "very optimized builds", but judge for yourself: The Druid gets there any time he summons eight Velociraptors. I've actually nerfed these spells by having the player roll a die each time: rill high, you get the exact critters you want; roll low, you get weaker specimens. Otherwise the Druid isn't geared towards DPR which isn't a problem since he's a support class. The Paladin is an obvious nova'er. The Barbarian also has it easy, with rage and reckless. The Sorcerer is a DPR beast and King of novas, as would be expected for a class capable of twinned cantrip plus quickened Fireball in the same round. The Monk gets excellent utility out of a plus weapon with his four or five attacks and Stun remains the best debuff in the game (except possibly a twinned Hold Monster, but that's expensive) All five are capable of 60+ damage with effort and luck. In this perspective, granting the Rogue a single helping of 9d6 doesn't raise any eyebrows. In fact all the players agree the Rogue falls behind and that half level in sneak dice is rather timid and conservative (or in my words, miserly and begrudging). Of course, had the player maximized play and pulled off two sneaks a round with any consistency, the issue might have not been pressing at my table. But that does not change my main criticism: Why is the Rogue one of the most difficult classes to play? Nothing in the class description suggests a reason why the current byzantine implementation is a good or proper one. And very few of you have actually responded to the question: how would it be a bad thing to make the Rogue simpler? To me, the Rogue is an excellent candidate for Champion levels of straightforwardness. In combat, mind you. Out of combat it can be as intricate as the traps it overcomes! ☺ [/QUOTE]
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Anyone else tired of the miserly begrudging Rogue design of 5E?
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