Complete Adventurer Erratta Posted--ATTENTION ALL SCOUTS!!!

Felon said:
Y'know, this rather lame interpretation of the scout's role in the party is becoming increasingly more obtuse, at least when it's uttered by someone who claims to have read all the preceding posts, must know that he's just regurgitating a rationale that's been espoused two or three times already, and that rationale has been rebutted each time.

It occurs to me some benighted soul could easily assert that giving a rogue Disable Device as a class skill is inappropriate as well. After all, not every rogue is running around dungeons avoiding bombs and acid-filled pits. Many operate in the city. Why would a pickpocket or a con man know how to disarm a bomb? Oh sure, maybe he could find one, but then he would just take it to someone who knew how to disarm a bomb (which would be nobody, because we'll have decided that it's not an appropriate ability for anybody to have). Heck, even a burglar doesn't encounter that many acid-filled pits.

Conversely, it's just as easy to rationalize that a scout would attempt to eliminate traps so that his unit could move through the area without worrying about missing the sticky note saying "Cyanide dart trap! --> ". Bottom line, if all yuo're hanging your position on is just some intractible personal vision of what a scout is, despite the impracticality of it that I and others have kindly illustrated for you, then you should get your vision checked. It's now wrong, and the world's a better place for it. :cool:

Huh?
 

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Iku Rex said:
(I'm not going to give a detailed reply to Delemental and Patryn of Elvenshae. If they can't see the glaring absurdity of their claims nothing I can say will help them.)

Nice.

Well, if you insist on granting your greataxe-wielding Leap Attackers x6 damage (x8 on a crit), be my guest. I'll look forward to seeing your "Why do my PC's kill my bad guys in one round?" thread.

Myself, I'll go with a more reasonable interpretation.


Iku Rex said:
The feat is supposed to work the same as Supreme Power Attack, only they forgot to remove the third sentence. :\

Well, until WotC 'remembers' and issues a corrected errata, I have no problem going right ahead and ignoring that third sentence. I'm glaringly absurd that way sometimes.
 

Delemental:

I see the problem now. You believe that announcing your opinion on how the feat ought to work, as if it's how the feat works as written, will alter reality so that the feat as written works the way you want it to.

I don't.

So basically we're having a religious disagreement. You think you're a god with reality altering powers. I'm an atheist. I'd elaborate, but religious debate is not allowed on these boards.
 

Klaus said:
I have no issues with the movement thing and the Disable Device thing.

But the nerf on a mounted scout seemed unnecessary. Throw them riders a bone, will ya?

I think the point is to prevent overly easy means of getting Skirmish damage on a full attack. I agree that this goes too far in preventing tactics that seem legitimate.
 


apesamongus said:
Because D&D is set up for a party of 3-5 characters, so is unlikely to have both a scout and a rogue. A scout isn't going to be a suplimental rogue, it's something to have instead of a rogue.

OTOH, Scout and Rogue have some very nice synergies. Scout tumbles in behind the target to get his Skirmish bonus damage, not difficult for him with his movement bonus. Rogue moves in and takes the now available flank for the Sneak Attack bonus damage.
 

Piratecat said:
Deep breaths, gang. We can have this discussion without getting snide and nasty.

Thanks!


My apologies for my part in the unpleasantness.

I'm pretty much done with the discussion anyway. I have my opinion, others have theirs, we don't game together, so who cares?
 

drothgery said:
If you give the Scout trapfinding, so it's one of the very few classes that even have a chance of disabling high-DC traps, and then don't give them disable device as a class skill -- so they can't actualy have a reasonable chance of success at doing it -- it's going to cause a lot of cognitave dissonance.

A legitimate arguement.

Personally I think the way they handle Trapfinding is sloppy in the first place. You have a +20 Search and cannot ever find a CR1 magical trap. I have a +10 Search and one level of Rogue and I can.

Trapfinding should just be a feat that gives a +10 bonus to finding traps, and adjust up the DCs accordingly. Rogues get it for free. Other characters can spend one of their precious feats if they want it.
 

Caliban said:
With the errata, you now effectively deal 4x your attack penalty from power attack when using Leap Attack, depending how you define "normal bonus damage from the use of power attack".

That tremor you are all feeling is my smackdowngasm after calculating what damage a Spirited Charge Leap Attack can do.

Too Much Information, yes. But I wanted to give you fair warning so you can bring the women and children to safety in case of aftershocks.
 

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