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Building a better Rogue
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<blockquote data-quote="GX.Sigma" data-source="post: 7181969" data-attributes="member: 6690511"><p>I like the Rogue a lot. It encourages creativity from the player in order to take advantage of its unique abilities, which perfectly matches the identity of the class itself.</p><p></p><p>What could be better:</p><ul> <li data-xf-list-type="ul">Some of the subclass stuff is a little weird, especially on the Assassin side. Do you need surprise? Do you need to win initiative? Both? Either? I can never remember. <br /> </li> <li data-xf-list-type="ul">Sneak Attack IMO is a little bit too easy to get for how much of a bonus it is. I remember running the Starter Set characters through some sample encounters, and the ranged Rogue was dealing more damage than the melee Fighter <em>every single round</em> (and taking no damage, since he was at the back of the party). I legitimately thought there was a typo on the sheets. <em>House rules: Sneak Attack only works on your turn. Sneak Attack does not work with ranged weapons. Sneak Attack with melee weapons requires advantage. Flanking grants advantage.</em><br /> </li> <li data-xf-list-type="ul">So many reactions that let you take half damage actually makes the Rogue very tough/resilient, which feels kinda wrong. I know the flavor is that you're avoiding the attack, but in practice it's just extra hit points.<br /> </li> <li data-xf-list-type="ul">Arcane Trickster's focus on <em>mage hand</em> is really cheesy, and auto-succeeds (i.e., ruins the fun of) disabling traps. I guess this is more a criticism of <em>mage hand</em> (in my game, it's a 1st level spell, and Arcane Trickster is not allowed).<br /> </li> <li data-xf-list-type="ul">Slightly too many class features to keep track of, especially compared to the Champion Fighter. <br /> </li> <li data-xf-list-type="ul">Picking a lock as a bonus action? Please.</li> </ul></blockquote><p></p>
[QUOTE="GX.Sigma, post: 7181969, member: 6690511"] I like the Rogue a lot. It encourages creativity from the player in order to take advantage of its unique abilities, which perfectly matches the identity of the class itself. What could be better: [LIST] [*]Some of the subclass stuff is a little weird, especially on the Assassin side. Do you need surprise? Do you need to win initiative? Both? Either? I can never remember. [*]Sneak Attack IMO is a little bit too easy to get for how much of a bonus it is. I remember running the Starter Set characters through some sample encounters, and the ranged Rogue was dealing more damage than the melee Fighter [I]every single round[/I] (and taking no damage, since he was at the back of the party). I legitimately thought there was a typo on the sheets. [I]House rules: Sneak Attack only works on your turn. Sneak Attack does not work with ranged weapons. Sneak Attack with melee weapons requires advantage. Flanking grants advantage.[/I] [*]So many reactions that let you take half damage actually makes the Rogue very tough/resilient, which feels kinda wrong. I know the flavor is that you're avoiding the attack, but in practice it's just extra hit points. [*]Arcane Trickster's focus on [I]mage hand[/I] is really cheesy, and auto-succeeds (i.e., ruins the fun of) disabling traps. I guess this is more a criticism of [I]mage hand[/I] (in my game, it's a 1st level spell, and Arcane Trickster is not allowed). [*]Slightly too many class features to keep track of, especially compared to the Champion Fighter. [*]Picking a lock as a bonus action? Please. [/LIST] [/QUOTE]
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