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Different Paths: Shadow Dancer Rogue
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<blockquote data-quote="Fenris-77" data-source="post: 7789035" data-attributes="member: 6993955"><p>Thrown weapons are indeed ranged weapons. Says so on the tin. </p><p></p><p>PHB p 147 <strong>Range.</strong> A weapons that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property.</p><p></p><p>The sharpshooter feat references ranged, not ammunition, and applies equally to thrown. RAW anyway. It doesn't apply just to bows. </p><p></p><p>Back to the actual topic at hand though. The rogue does have a lot of competition for the BA slot, and UD had with slipped my mind as competing for the R slot. My preference in games design is to not build in too many features that compete with other features. Maybe we could look at how to get this does and have it be cool without leaning to much on slots in the actions economy. Making the SD work off BA means direct competition with Cunning Action, which I don't love.</p><p></p><p>I guess that means looking more at passive effects, although there's no reason that there couldn't be some action based stuff. A limited teleport as a part of movement would work (swapping spots with shadow doubles), as would some sort of Mirror Image type defensive ability. Maybe with concentration the(a?) double could function like mage hand or whatever. I like the focus being the shadow dance, but it certainly could be the shadow double instead.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7789035, member: 6993955"] Thrown weapons are indeed ranged weapons. Says so on the tin. PHB p 147 [B]Range.[/B] A weapons that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The sharpshooter feat references ranged, not ammunition, and applies equally to thrown. RAW anyway. It doesn't apply just to bows. Back to the actual topic at hand though. The rogue does have a lot of competition for the BA slot, and UD had with slipped my mind as competing for the R slot. My preference in games design is to not build in too many features that compete with other features. Maybe we could look at how to get this does and have it be cool without leaning to much on slots in the actions economy. Making the SD work off BA means direct competition with Cunning Action, which I don't love. I guess that means looking more at passive effects, although there's no reason that there couldn't be some action based stuff. A limited teleport as a part of movement would work (swapping spots with shadow doubles), as would some sort of Mirror Image type defensive ability. Maybe with concentration the(a?) double could function like mage hand or whatever. I like the focus being the shadow dance, but it certainly could be the shadow double instead. [/QUOTE]
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