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<blockquote data-quote="SmokeyCriminal" data-source="post: 7113800" data-attributes="member: 6876146"><p>I think the Rogue might be the best designed class, and the Thief is my favourite subclass.</p><p></p><p>Fun fact, I remember hearing that originally Cunning Action was supposed to be a Thief Feature. But it was so popular (Something north of 90% approval rating, and I think <em>the</em> most popular Feature in the game, at least at the time) that they decided to give it to all the subclasses.</p><p></p><p>My only nitpick with the Thief is that, more then any other subclass in the game, it's very Multi Skill Dependent in order to cover all its thematic bases. So even tho you technically have more skills then all the other classes, more of them are spoken for.</p><p></p><p>Only looking at the exploration pillar, and keeping in mind that Perception is useful for everyone, but only thematically necessary for a couple of classes;</p><p></p><p>Fighter: Athletics</p><p>Wizard: History, Arcana</p><p>Cleric: Medicine, Religion</p><p>Ranger: Survival, Perception, Stealth</p><p>Druid: Nature</p><p>Barbarian: Athletics</p><p>Warlock: Arcana</p><p>Bard: Performance, Acrobatics</p><p>Sorcerer: Arcana</p><p>Thief: Perception (To find Traps), Investigation (To figure out how to disarm traps), Thieves Tool (To disarm Traps), Slight of Hand, Acrobatics, Athletics (For Second-Story Work), Stealth</p><p></p><p>And it's a weird quirk that you need Arcana to detect and disarm traps but you don't get a chance to have it by default. And they don't even let you know that you will need it. You find out during play, which can be irritating. Not even the Trickster gets a chance to have Arcana if you missed it during your Background selection.</p><p></p><p>You can argue that a class thematically needs another skill or two to cover its base, or that the Thief doesn't actually need one I listed to cover its base. But I still think overall it's more dependent on skills then the other skill monkeys.</p><p></p><p>I think that maybe giving the Thief another pair of skill in the later levels like between 5-10 would give it a little more freedom to branch out, as a skill monkey should. And maybe give the Trickster Arcana so he can deal with magical traps because a literal magical thief shouldn't get outclassed at disarming magical traps by a nerdy wizard just because he didn't know he needed to get Arcana from a Background 6 sessions ago.</p><p></p><p>Also I really like Fast-Hands, especially using mundane items like ball bearings, hunting traps and caltrops during combat. But a Dex save for 10, 13 makes them a questionable option, if not out right bad, outside of very nitch situations. and by 5th level they're hard to justify even to myself (Let alone my team who would much prefer I hide for advantage). I wish there was a feature that made it so the Thief could raise the DC on mundane items, like by adding DEX or proficiancy.</p><p></p><p>Nitpicks aside, Rogues are the best lol.</p></blockquote><p></p>
[QUOTE="SmokeyCriminal, post: 7113800, member: 6876146"] I think the Rogue might be the best designed class, and the Thief is my favourite subclass. Fun fact, I remember hearing that originally Cunning Action was supposed to be a Thief Feature. But it was so popular (Something north of 90% approval rating, and I think [I]the[/I] most popular Feature in the game, at least at the time) that they decided to give it to all the subclasses. My only nitpick with the Thief is that, more then any other subclass in the game, it's very Multi Skill Dependent in order to cover all its thematic bases. So even tho you technically have more skills then all the other classes, more of them are spoken for. Only looking at the exploration pillar, and keeping in mind that Perception is useful for everyone, but only thematically necessary for a couple of classes; Fighter: Athletics Wizard: History, Arcana Cleric: Medicine, Religion Ranger: Survival, Perception, Stealth Druid: Nature Barbarian: Athletics Warlock: Arcana Bard: Performance, Acrobatics Sorcerer: Arcana Thief: Perception (To find Traps), Investigation (To figure out how to disarm traps), Thieves Tool (To disarm Traps), Slight of Hand, Acrobatics, Athletics (For Second-Story Work), Stealth And it's a weird quirk that you need Arcana to detect and disarm traps but you don't get a chance to have it by default. And they don't even let you know that you will need it. You find out during play, which can be irritating. Not even the Trickster gets a chance to have Arcana if you missed it during your Background selection. You can argue that a class thematically needs another skill or two to cover its base, or that the Thief doesn't actually need one I listed to cover its base. But I still think overall it's more dependent on skills then the other skill monkeys. I think that maybe giving the Thief another pair of skill in the later levels like between 5-10 would give it a little more freedom to branch out, as a skill monkey should. And maybe give the Trickster Arcana so he can deal with magical traps because a literal magical thief shouldn't get outclassed at disarming magical traps by a nerdy wizard just because he didn't know he needed to get Arcana from a Background 6 sessions ago. Also I really like Fast-Hands, especially using mundane items like ball bearings, hunting traps and caltrops during combat. But a Dex save for 10, 13 makes them a questionable option, if not out right bad, outside of very nitch situations. and by 5th level they're hard to justify even to myself (Let alone my team who would much prefer I hide for advantage). I wish there was a feature that made it so the Thief could raise the DC on mundane items, like by adding DEX or proficiancy. Nitpicks aside, Rogues are the best lol. [/QUOTE]
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