Jack Simth
First Post
Hey now! That's crazy talk!ARandomGod said:Lords of Madness, eh? (Strokes chin).
Tell me more of this "Madness" of which you speak.
Bad pun. Feel free to ignore this post.
Hey now! That's crazy talk!ARandomGod said:Lords of Madness, eh? (Strokes chin).
Tell me more of this "Madness" of which you speak.
Synthetik Fish said:Seems like you only play high-level games. What about when you're at lower levels and can't just throw spells around? Also, you're not taking role-playing into account. Rogues have a lot of social skills that would otherwise be hard to replace. Mind you, many things can also counter/counterspell magic, too. Or even detect it, which can be worse. And who cares if some creatures are immune to sneak attack?? Theres a lot that have high saves and Spell Resistance, too. Besides its not the number of creatures that are immune to sneak attack that matters, but the number of creatures YOU ENCOUNTER that matter. It's NOT like you're fighting golems EVERY game...
You can make rogues BAD ASS if you know how to play them right. I also think that the best rogues are multiclasses, too. So who knows? You can pick up a little magic while you're at it, and make things interesting...
That being said, only seldom few people can actually pull off rogues to their full effectiveness (or close to, anyways.) I've seen very, VERY few people play them devastating-ly (which is always fun to do!)
The Souljourner said:I think rogues are important in almost every group - dungeon crawling without someone who can silently open 10 locked doors in a single day is a huge PITA, not to mention the fact that he's the only one who can even *tell* if they're trapped, and do anything about it if they are. I've adventured in a party without a rogue before... sure, we could bash down doors, but the enemy was always ready for us, we we often ambushed, and there were several times when we had to intentionally spring a trap because we had no way around it.
That's not to say that I don't think rogues have their problems. Undead are *really* common. In my experience, like 20% of encounters include undead. (The unfortunate part is that generally if you're fighting undead, you're fighting a lot of undead... so feeling useless may last an entire gaming session). If it were just constructs, elementals, etc, then it wouldn't be that bad, because you generally don't fight a lot of those again and again... but undead are so pervasive, and it's so common for many different types of undead to congregate, that it's fairly common to have fight after fight be just against undead.
One possibility for making a rogue more effective against undead is to take a level of ranger and get favored enemy: undead (which does work against undead). At level 6 you can take improved favored enemy to get an extra 3 damage against all your favored enemies... which would then make you +5 to damage against undead... which pretty much kicks ass. Plus, one level of ranger loses you almost nothing... only -2 skill points, you gain +2 to fort and reflex saves, +1 BAB, and 1d8 hitpoints. It's a pretty sweet single level dip (if you can manage it and bypass multiclass penalties).
The other option to simply change sneak attack so those currently immune to it actually take half damage.
-The Souljourner
The Souljourner said:The other option to simply change sneak attack so those currently immune to it actually take half damage.
The Souljourner said:One possibility for making a rogue more effective against undead is to take a level of ranger and get favored enemy: undead (which does work against undead). At level 6 you can take improved favored enemy to get an extra 3 damage against all your favored enemies... which would then make you +5 to damage against undead... which pretty much kicks ass. Plus, one level of ranger loses you almost nothing... only -2 skill points, you gain +2 to fort and reflex saves, +1 BAB, and 1d8 hitpoints. It's a pretty sweet single level dip (if you can manage it and bypass multiclass penalties).
Liquidsabre said:I'm considering allowing sneak attacks to trade off SA damage for combat penalties/effects on creatures instead, similar to the rogue feats (Hamstring, etc.). I've always thought the "lack of vitals" to be an odd argument, as any structural piece has it's relative weak points such as a house or a car has, so would a construct or an undead creature have structural weak points. A construct may have a solid functional beam powering each arm, if that joint or connector is severed it will hinder the abilities of the construct's attacks/movements, etc. Same goes for an undead creature, say a tendon or a vital bone fragment is destroyed that may hamper the creatures ability to fight well.
So perhaps instead of damage, a rogue is instead able to hinder and hamper such creatures. Nifty. Like synthetik said though, sounds like a feat there.