Lonely Tylenol
First Post
I dont know, but some posts in this thread seem to imply that the combat-ability-less thief/rogue somehow led to better/more organic/more creative play.
This and every other edition-war thread from the past year.
I dont know, but some posts in this thread seem to imply that the combat-ability-less thief/rogue somehow led to better/more organic/more creative play.
Personally, I'm not too fond of the "commando" rogue introduced from 3.0 onwards.
I don't know, but some posts in this thread seem to imply that the combat-ability-less thief/rogue somehow led to better/more organic/more creative play.
4e desperately needs a more robust noncombat system.
Personally, I never liked the "you must suck at combat to be good outside of it" and vice-verca argument. Too many classes (monk, ranger, druid, bard, cleric, magic-user) just ignored it. If your going to go that route, only fighters (and paladins, and barbarians) should be good at combat. Rangers, thieves, clerics, bards, and druids should all suck at combat (low HD, weak armor, medium-poor babs) and the wizard and monk either need to lose combat ability to keep the "cool toys" or lose the cool toys to rock at combat.
Of course, you could go the other way and allow every class something to do in combat; but that brings us to 3.0 and its successors...
Powers:
- Quick Fingers: Utility 2
- Fleeting Ghost: Utility 2
- Master of Deceit: Utility 2
- Double Take: Utility 2
- Great Leap: Utility 2
- Chameleon: Utility 6
- Nimble Climb: Utility 6
- Dangerous Theft: Utility 10 (Requires Combat, but I would say a "shove" to "initiate combat" isn't much)
- Brisk Stride: Utility 10
- Foil the Lock: Utility 16
- Grasshopper Leap: Utility 16
- Magpie Filch: Utility 16 (requires a melee attack, but again works like Dangerous Theft)
- Shadow Stride: Utility 16
- Hide in Plain Sight: Utility 16
- Hide From the Light: Utility 22
- Scoundrel's Epiphany: Utility 22
- Wall Crawl: Utility 22
- Dazzling Acrobat: Utility 22
- Cloud Jump: Utility 22
Paragon Path Options:
So by just going through Rogue Utility Powers and Paragon Paths I have gained this amount of Powers that be useful for non-combat situations focused toward Roguish things. I think this is a fairly good show. I am sure many Combat Powers could also be useful, as well as Epic Destinies, Feats, Backgrounds, etc. I have probably missed a fair amount too as well.
- Master Infiltrator: Skillful Infiltrator
- Master Infiltrator: Impossible to Catch
- Cat Burglar: Acrobatic Action
- Cat Burglar:Athletic Master
- Daring Acrobat: Acrobatic Action
- Daring Acrobat: Flawless Stunt
- Guildmaster Thief: Thieving Crew (in this case by making everyone else better at Stealth and Thievery it can help you too)
- Master Spy: Cover Action
- Strong Arm Enforcer: Implied Threat
- Tiefling Hellstalker: Devil's Sight
I can't see how someone can say that the Rogue has nothing special to offer non-combat, with stuff like this
Next week: we increase roleplaying potential by creating a wizard that sucks at magic.