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<blockquote data-quote="DEFCON 1" data-source="post: 6109727" data-attributes="member: 7006"><p>I would agree with much of what you said... but it's only here that I think your suggestion runs slightly into trouble. Because if the Thieve's Tools proficiency is all that is used to grant the Basic Rogue the thief abilities a BECMI/AD&D Thief player is expecting, you now have 4 feat slots that a Basic Rogue needs to have <em>something</em> filled in with to keep it balanced with a Standard Rogue.</p><p></p><p>That's the big issue here. The regular Standard Rogue will have feats. At 1st level, he'll have one feat from being a 1st level character, and three free ones from his Rogue Scheme. Now yes, of course, the occasional DM might choose to rip Specialties and Feats out of his particular game while retaining the skills... but that will be the outlier position from normal Standard games and the game itself will probably have to tell those DMs "If you do this... you'll have to 'houserule' that a Rogue can do all these Rogue-y things just using the Skill system without needing the feats." Which really shouldn't be an issue, because removing Specialty/Feat use is in itself "houseruling" the game already (since the Standard game will assume you will use them).</p><p></p><p>Will that annoy the exceeding small subset of DMs who'll get all pissy because feel like they shouldn't have to "houserule" anything to play the game they want? Sure. But since we know going in that ANYTHING that isn't a Basic game *IS* a "houseruled" and "optional" game in itself... we DMs are all going to have to get over it. We're building our Standard games as we see fit, and if we deviate from the expected Standard game that WotC is presuming 95% of gamers will build and play... we have to accept we need to change the wording on some rules. Every single player's "prefered" version of the rules is not going to be written up for us in a sidebar that we can just copy and paste and have to players.</p><p></p><p>So is using feat slots to get a Basic Rogue the standard thief abilities written down for them in its Class Features (while at the same time filling up those self-same slots to balance them against a Standard Rogue who will also have those feat slots filled) the only way to do it? Maybe not. But it does solve those two biggest problems the design of the Basic Rogue is going to face.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6109727, member: 7006"] I would agree with much of what you said... but it's only here that I think your suggestion runs slightly into trouble. Because if the Thieve's Tools proficiency is all that is used to grant the Basic Rogue the thief abilities a BECMI/AD&D Thief player is expecting, you now have 4 feat slots that a Basic Rogue needs to have [I]something[/I] filled in with to keep it balanced with a Standard Rogue. That's the big issue here. The regular Standard Rogue will have feats. At 1st level, he'll have one feat from being a 1st level character, and three free ones from his Rogue Scheme. Now yes, of course, the occasional DM might choose to rip Specialties and Feats out of his particular game while retaining the skills... but that will be the outlier position from normal Standard games and the game itself will probably have to tell those DMs "If you do this... you'll have to 'houserule' that a Rogue can do all these Rogue-y things just using the Skill system without needing the feats." Which really shouldn't be an issue, because removing Specialty/Feat use is in itself "houseruling" the game already (since the Standard game will assume you will use them). Will that annoy the exceeding small subset of DMs who'll get all pissy because feel like they shouldn't have to "houserule" anything to play the game they want? Sure. But since we know going in that ANYTHING that isn't a Basic game *IS* a "houseruled" and "optional" game in itself... we DMs are all going to have to get over it. We're building our Standard games as we see fit, and if we deviate from the expected Standard game that WotC is presuming 95% of gamers will build and play... we have to accept we need to change the wording on some rules. Every single player's "prefered" version of the rules is not going to be written up for us in a sidebar that we can just copy and paste and have to players. So is using feat slots to get a Basic Rogue the standard thief abilities written down for them in its Class Features (while at the same time filling up those self-same slots to balance them against a Standard Rogue who will also have those feat slots filled) the only way to do it? Maybe not. But it does solve those two biggest problems the design of the Basic Rogue is going to face. [/QUOTE]
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