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*Dungeons & Dragons
Anyone else tired of the miserly begrudging Rogue design of 5E?
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<blockquote data-quote="Cap'n Kobold" data-source="post: 7384840" data-attributes="member: 6802951"><p>The sorceror obviously can get there by dropping fireballs into large tightly-packed groups and/or by twin hasting the melee heavy-hitters.</p><p></p><p>Barbarian? Has two attacks. May get a bonus weapon attack if optimised. May get a reaction attack with DM collusion. If they're taking the -5 to hit, then even with advantage they're unlikely to land all of them. Their attack bonus is what? +9? With the usual adventuring day, they're only going to be raging maybe half the time as well.</p><p>Plus, from your previous threads on Crossbow expert, we know that a high proportion of encounters start at range. The barbarian's ranged damage isn't going to get them anywhere near 60+ consistently.</p><p></p><p>Druid: DM gets to choose what creatures turn up of the CR that the caster specifies in Summon spells. If the DM is consistently giving the best options available, then the Druid is going to perform consistently better than using the default 5e rules.</p><p></p><p>Monk: Only gets to use their weapon plus on two of their attacks. The other one or two are unarmed and so won't get that bonus. Damage will be less than 10 per hit, so I'm unsure of how they're hitting 60+ DPR. Could you elucidate please?</p><p></p><p>In short, hitting 60+ DPR should not be possible for all of them without DM collusion from what you've told us. Unless by "effort and luck" you mean "multiple natural 20s".</p><p></p><p><strong><em>In the majority of tables with default 5e rules and basis, this level of consistent damage would be not just unlikely, but actually impossible. Thus why bringing the rogue class up to 50 DPR would be neither necessary, not even desired.</em></strong> This is why a lot of people aren't agreeing with your OP. No grand conspiracies to keep the rogues down. Just people playing with different groups.</p><p></p><p>OK. This is the bit that you're interested in [MENTION=12731]CapnZapp[/MENTION].If you want to make the Rogue simpler and allow a rogue whose player optimises at a similar level to where your other players are to do a similar amount of damage, then I have a suggestion:</p><p><strong><em>Remove the round/turn limitation of Sneak attack completely.</em></strong> No fiddling with extra dice or short-rest replenishing pools. <em><strong>The Rogue simply gets to deal sneak attack on every hit that qualifies. </strong></em></p><p>At base that allows a dual-wielding rogue to deal sneak attack twice. Plus it allows a feat taken and/or DM fiat to get an additional sneak attack as a reaction. And finally it provides a good incentive for the sorceror to buff their own damage by providing the Rogue with haste or similar spells rather than just the heavy melee types.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 7384840, member: 6802951"] The sorceror obviously can get there by dropping fireballs into large tightly-packed groups and/or by twin hasting the melee heavy-hitters. Barbarian? Has two attacks. May get a bonus weapon attack if optimised. May get a reaction attack with DM collusion. If they're taking the -5 to hit, then even with advantage they're unlikely to land all of them. Their attack bonus is what? +9? With the usual adventuring day, they're only going to be raging maybe half the time as well. Plus, from your previous threads on Crossbow expert, we know that a high proportion of encounters start at range. The barbarian's ranged damage isn't going to get them anywhere near 60+ consistently. Druid: DM gets to choose what creatures turn up of the CR that the caster specifies in Summon spells. If the DM is consistently giving the best options available, then the Druid is going to perform consistently better than using the default 5e rules. Monk: Only gets to use their weapon plus on two of their attacks. The other one or two are unarmed and so won't get that bonus. Damage will be less than 10 per hit, so I'm unsure of how they're hitting 60+ DPR. Could you elucidate please? In short, hitting 60+ DPR should not be possible for all of them without DM collusion from what you've told us. Unless by "effort and luck" you mean "multiple natural 20s". [B][I]In the majority of tables with default 5e rules and basis, this level of consistent damage would be not just unlikely, but actually impossible. Thus why bringing the rogue class up to 50 DPR would be neither necessary, not even desired.[/I][/B] This is why a lot of people aren't agreeing with your OP. No grand conspiracies to keep the rogues down. Just people playing with different groups. OK. This is the bit that you're interested in [MENTION=12731]CapnZapp[/MENTION].If you want to make the Rogue simpler and allow a rogue whose player optimises at a similar level to where your other players are to do a similar amount of damage, then I have a suggestion: [B][I]Remove the round/turn limitation of Sneak attack completely.[/I][/B] No fiddling with extra dice or short-rest replenishing pools. [I][B]The Rogue simply gets to deal sneak attack on every hit that qualifies. [/B][/I] At base that allows a dual-wielding rogue to deal sneak attack twice. Plus it allows a feat taken and/or DM fiat to get an additional sneak attack as a reaction. And finally it provides a good incentive for the sorceror to buff their own damage by providing the Rogue with haste or similar spells rather than just the heavy melee types. [/QUOTE]
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Anyone else tired of the miserly begrudging Rogue design of 5E?
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