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Building a better Rogue
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<blockquote data-quote="Ilbranteloth" data-source="post: 7192984" data-attributes="member: 6778044"><p>I don't think it will break the game.</p><p></p><p>I'm also not a fan of things that are so clearly "better" in the sense that now every thief will be wielding two daggers. Just like [MENTION=12731]CapnZapp[/MENTION] doesn't like how ranged weapons are too powerful. There isn't a reason not to do it. </p><p></p><p>Presumably a dual wielding rogue is making the decision to forgo their maneuverability to make a second attack instead. If not, then they aren't counting on the extra attack opportunities, nor the extra damage opportunity.</p><p></p><p>In this case, you've eliminated the second attack roll (so they don't gain the benefit of a second chance), but you've increased the damage considerably on a hit <em>and</em> they can still take advantage on their maneuverability. </p><p></p><p>If it just did the damage of the dagger, but didn't impact the sneak attack damage, then I'd have no issue at all. Why? Because the two daggers damage wise isn't really any different than a rapier. It's a style choice, rather than a clear bump in power.</p><p></p><p>My rule-sense is tuned around real life and the narrative. For example, if stabbing with two daggers is inherently better, than why wasn't it a thing in real life. Either murderers, or in medieval combat. Now suddenly there's a world of thieves that always attack with two daggers. Now it would be cool if that was either a specific murderer, or a thieves' (or assassins') guild's specific calling card. In that case, I don't have an issue with forgoing the second attack roll and still leaving bonus actions open for something else.</p><p></p><p>I don't have any issue with your feat. Although in my campaign, light finesse piercing weapons have a critical threat range of 19. Perhaps that's a bit of a help to the melee rogue too?</p><p></p><p>Your feat would stack with this, of course, but might be less necessary. Critical hits in my campaign work differently too. You need to score 5 higher than needed to hit in addition to the natural 20, although if you score 10 more, than any hit is a critical.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7192984, member: 6778044"] I don't think it will break the game. I'm also not a fan of things that are so clearly "better" in the sense that now every thief will be wielding two daggers. Just like [MENTION=12731]CapnZapp[/MENTION] doesn't like how ranged weapons are too powerful. There isn't a reason not to do it. Presumably a dual wielding rogue is making the decision to forgo their maneuverability to make a second attack instead. If not, then they aren't counting on the extra attack opportunities, nor the extra damage opportunity. In this case, you've eliminated the second attack roll (so they don't gain the benefit of a second chance), but you've increased the damage considerably on a hit [I]and[/I] they can still take advantage on their maneuverability. If it just did the damage of the dagger, but didn't impact the sneak attack damage, then I'd have no issue at all. Why? Because the two daggers damage wise isn't really any different than a rapier. It's a style choice, rather than a clear bump in power. My rule-sense is tuned around real life and the narrative. For example, if stabbing with two daggers is inherently better, than why wasn't it a thing in real life. Either murderers, or in medieval combat. Now suddenly there's a world of thieves that always attack with two daggers. Now it would be cool if that was either a specific murderer, or a thieves' (or assassins') guild's specific calling card. In that case, I don't have an issue with forgoing the second attack roll and still leaving bonus actions open for something else. I don't have any issue with your feat. Although in my campaign, light finesse piercing weapons have a critical threat range of 19. Perhaps that's a bit of a help to the melee rogue too? Your feat would stack with this, of course, but might be less necessary. Critical hits in my campaign work differently too. You need to score 5 higher than needed to hit in addition to the natural 20, although if you score 10 more, than any hit is a critical. [/QUOTE]
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