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General Tabletop Discussion
*Pathfinder & Starfinder
Classes ... Much Less Flexible than Advertised
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<blockquote data-quote="Cadfan" data-source="post: 4073323" data-attributes="member: 40961"><p>True, but not at all the same as being unable to hit and run effectively.</p><p></p><p>Personally, I am not one of the people who thinks that "This rogue has sneak attack and that doesn't fit my Sherlock Holmes character concept!" is a logical argument, particularly when the concept is otherwise satisfied. I think that in a game in which combat is an important part of gameplay, Sherlock Holmes + Sneak Attack + Dagger is better than Sherlock Holmes without.</p><p></p><p></p><p>No, it wouldn't. But what about this?</p><p></p><p>Skirmish</p><p>At Will</p><p>Full Round Action</p><p>During this round you may move up to your normal movement rate and make one melee attack. This attack may be made at any point along your movement except that you must move at least 10 feet before the attack. Your attack deals 1[W]+Dex damage. Your movement during the use of this power does not provoke attacks of opportunity.</p><p>Trickster Rogue: You may instead move your normal movement plus five additional feet per point of charisma bonus you possess, minimum +1 (5 ft).</p><p>Brutal Rogue: Your attack counts as a charge, and gets the appropriate bonuses, but no penalties.</p><p></p><p>That's probably really lousy game design because I just made it up, but you get the idea. It satisfies the criteria I have- it lets the rogue move, strike, and move away, it lets the rogue deal additional damage (+Dex, if I'm wrong on how 4e damage works and this is available for all attacks then this can be changed), and its usable at will. And beyond that, it doesn't have to replace sneak attack- it can instead be compatible with sneak attack. A rogue who used this ability to move into flanking position for each attack would be gaining additional damage on each hit above and beyond what's listed here.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4073323, member: 40961"] True, but not at all the same as being unable to hit and run effectively. Personally, I am not one of the people who thinks that "This rogue has sneak attack and that doesn't fit my Sherlock Holmes character concept!" is a logical argument, particularly when the concept is otherwise satisfied. I think that in a game in which combat is an important part of gameplay, Sherlock Holmes + Sneak Attack + Dagger is better than Sherlock Holmes without. No, it wouldn't. But what about this? Skirmish At Will Full Round Action During this round you may move up to your normal movement rate and make one melee attack. This attack may be made at any point along your movement except that you must move at least 10 feet before the attack. Your attack deals 1[W]+Dex damage. Your movement during the use of this power does not provoke attacks of opportunity. Trickster Rogue: You may instead move your normal movement plus five additional feet per point of charisma bonus you possess, minimum +1 (5 ft). Brutal Rogue: Your attack counts as a charge, and gets the appropriate bonuses, but no penalties. That's probably really lousy game design because I just made it up, but you get the idea. It satisfies the criteria I have- it lets the rogue move, strike, and move away, it lets the rogue deal additional damage (+Dex, if I'm wrong on how 4e damage works and this is available for all attacks then this can be changed), and its usable at will. And beyond that, it doesn't have to replace sneak attack- it can instead be compatible with sneak attack. A rogue who used this ability to move into flanking position for each attack would be gaining additional damage on each hit above and beyond what's listed here. [/QUOTE]
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