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General Tabletop Discussion
*Dungeons & Dragons
Building a better Rogue
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<blockquote data-quote="CapnZapp" data-source="post: 7191709" data-attributes="member: 12731"><p>As in several other instances, the problem could be seen as something 5E changed from d20. If you bring back "only sneak attacks within 30 feet" you have come that much closer to forcing the rogue to actually stay near the heat of combat.</p><p></p><p>Of course, 5e still has no answer to why you should go melee, since the best way to do two-weapon fighting in this edition remains the ranged way (with a single hand crossbow, through Crossbow Expert, a feat you need anyway to not be hosed when engaged in melee).</p><p></p><p>Which brings me to my real objection. I don't think Rogues deserve getting nerfed. Their DPS even with automatic SA counted in simply isn't THAT great, which it needs to be to justify doing martial combat with such a lousy AC and HP.</p><p></p><p>So I would much rather keep ranged rogues the same, and instead incentivize melee Rogues with a substantial damage upgrade. One hefty enough that it makes sense not just for you, the stabby-Rogue-lover, but for the rational-minded group of players too. If melee Rogues do humongous amounts of damage, it makes it rational to not only bring one into your team, but also to start redirecting resources that could be used elsewhere (for instance, the party caster "concentration slot") to the purpose of giving said melee Rogue enough staying power to make him earn his keep.</p><p></p><p>It adds yet another approach to party composition, and variety is the lifeblood of the game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7191709, member: 12731"] As in several other instances, the problem could be seen as something 5E changed from d20. If you bring back "only sneak attacks within 30 feet" you have come that much closer to forcing the rogue to actually stay near the heat of combat. Of course, 5e still has no answer to why you should go melee, since the best way to do two-weapon fighting in this edition remains the ranged way (with a single hand crossbow, through Crossbow Expert, a feat you need anyway to not be hosed when engaged in melee). Which brings me to my real objection. I don't think Rogues deserve getting nerfed. Their DPS even with automatic SA counted in simply isn't THAT great, which it needs to be to justify doing martial combat with such a lousy AC and HP. So I would much rather keep ranged rogues the same, and instead incentivize melee Rogues with a substantial damage upgrade. One hefty enough that it makes sense not just for you, the stabby-Rogue-lover, but for the rational-minded group of players too. If melee Rogues do humongous amounts of damage, it makes it rational to not only bring one into your team, but also to start redirecting resources that could be used elsewhere (for instance, the party caster "concentration slot") to the purpose of giving said melee Rogue enough staying power to make him earn his keep. It adds yet another approach to party composition, and variety is the lifeblood of the game :) [/QUOTE]
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