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Can an elf rogue be a decent archer in (Basic) D&D 5th edition?
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<blockquote data-quote="Uller" data-source="post: 6308022" data-attributes="member: 413"><p>I think you are right. Here is a link:</p><p></p><p><a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/dndqa/20140131" target="_blank">http://www.wizards.com/dnd/Article.aspx?x=dnd/dndqa/20140131</a></p><p></p><p>Third question references what I'm talking about but it's pretty vague because it refers to a youtube Q&A session or possibly a podcast. I remember watching or listening to it but I can't find it.</p><p></p><p>The Q&A from the week prior explicitly asks about action surge and extra atks and Rodney confirms that action surge lets you double up your attacks. Still, the one I linked to indicates that they realized there are too many ways to stack up attacks and that takes away from the fun of other players. The thought of a 5th level TWF getting 6 attacks in one round fills me, as a DM, with dread. Just looking at how long it takes some of my players to resolve _two_ attacks makes me think that this way lies folly.</p><p></p><p>My table experience with D&D Next has been levels 1-5 (mostly 3-5) with the following classes: Rogue (thief and assassin), wizard (evoker and illusionist), bard, ranger, barbarian, monk and cleric. The classes that have probably shined the most have been barbarian, assassin and wizard but the ones that haven't stood out have primarily not done so because of inexperienced players forgetting or not understand abilities (for example, our tanky dwarf cleric of war has only a 12 STR and a 17 CHA and he forgets to use Divine Favor or other spells to boost his attacks).</p><p></p><p>Looking at the martial classes (barbarian, fighter, paladin, ranger) I see that only the fighter gets extra attacks beyond 5th level or any other ability to grant extra attaks. The others all get interesting features to boost damage or chance to hit, but not outright extra attacks (I could be missing something). This all doesn't matter much to me because the last time I played a D&D game beyond 10th level was in 3e and that was just a one shot (the Iron Fortress module). However, I think I would argue it isn't the rogue that is out of balance, but probably the fighter. It appears to me, for instance, the typical GW barbarian maxes out at 2 attacks that pretty much always have advantage, do extra damage on a crit and gets extra damage from raging...compared to the fighter's possible 16 attacks in two rounds that seems pretty tame. I could be wrong. </p><p></p><p>It seems to me, compared to all the classes other than the fighter, the rogue does very good damage, very consistantly and the assassin does even better. I could see rogues maybe getting a small boost in SA damage or perhaps something else interesting to do besides damage. Still...I wouldn't hesitate to play a rogue as it stands. The idea of an elf/rogue/archer seems to me to be a very good one that would be a lot of fun to play assuming you've got a tanky character or two standing out front. You'll have a lot of fun sniping enemies from a distance in combat (and sometimes sticking them when they get close), sneaking about, scouting, etc. Maybe take two levels of fighter to get action surge... A fighter archer on the other hand would be very effective in combat but would require some RP skill on the part of the player to be fun beyond combat.</p><p></p><p>Perhaps instead of action surge, the fighter should get an extra feat or access to some non-combat related skills or some such. I guess we'll just have to wait and see, though.</p></blockquote><p></p>
[QUOTE="Uller, post: 6308022, member: 413"] I think you are right. Here is a link: [url]http://www.wizards.com/dnd/Article.aspx?x=dnd/dndqa/20140131[/url] Third question references what I'm talking about but it's pretty vague because it refers to a youtube Q&A session or possibly a podcast. I remember watching or listening to it but I can't find it. The Q&A from the week prior explicitly asks about action surge and extra atks and Rodney confirms that action surge lets you double up your attacks. Still, the one I linked to indicates that they realized there are too many ways to stack up attacks and that takes away from the fun of other players. The thought of a 5th level TWF getting 6 attacks in one round fills me, as a DM, with dread. Just looking at how long it takes some of my players to resolve _two_ attacks makes me think that this way lies folly. My table experience with D&D Next has been levels 1-5 (mostly 3-5) with the following classes: Rogue (thief and assassin), wizard (evoker and illusionist), bard, ranger, barbarian, monk and cleric. The classes that have probably shined the most have been barbarian, assassin and wizard but the ones that haven't stood out have primarily not done so because of inexperienced players forgetting or not understand abilities (for example, our tanky dwarf cleric of war has only a 12 STR and a 17 CHA and he forgets to use Divine Favor or other spells to boost his attacks). Looking at the martial classes (barbarian, fighter, paladin, ranger) I see that only the fighter gets extra attacks beyond 5th level or any other ability to grant extra attaks. The others all get interesting features to boost damage or chance to hit, but not outright extra attacks (I could be missing something). This all doesn't matter much to me because the last time I played a D&D game beyond 10th level was in 3e and that was just a one shot (the Iron Fortress module). However, I think I would argue it isn't the rogue that is out of balance, but probably the fighter. It appears to me, for instance, the typical GW barbarian maxes out at 2 attacks that pretty much always have advantage, do extra damage on a crit and gets extra damage from raging...compared to the fighter's possible 16 attacks in two rounds that seems pretty tame. I could be wrong. It seems to me, compared to all the classes other than the fighter, the rogue does very good damage, very consistantly and the assassin does even better. I could see rogues maybe getting a small boost in SA damage or perhaps something else interesting to do besides damage. Still...I wouldn't hesitate to play a rogue as it stands. The idea of an elf/rogue/archer seems to me to be a very good one that would be a lot of fun to play assuming you've got a tanky character or two standing out front. You'll have a lot of fun sniping enemies from a distance in combat (and sometimes sticking them when they get close), sneaking about, scouting, etc. Maybe take two levels of fighter to get action surge... A fighter archer on the other hand would be very effective in combat but would require some RP skill on the part of the player to be fun beyond combat. Perhaps instead of action surge, the fighter should get an extra feat or access to some non-combat related skills or some such. I guess we'll just have to wait and see, though. [/QUOTE]
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