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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Fixing the newly broken rogue class (thanks to Andy and 3.5)
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<blockquote data-quote="Sonofapreacherman" data-source="post: 1023138" data-attributes="member: 2315"><p>Rogues get uncanny dodge a full two levels later than barbarians (and three levels later for improved uncanny dodge), and both can equally sense traps.</p><p></p><p>I don't know about any of you, but this doesn't make a shred of sense to me.</p><p></p><p>I certainly don't know what motivated these changes in 3.5, but so far, they're two of the worst modifications I've read.</p><p></p><p>Rogues should be the "best" at dodging (certainly better than barbarians). I think making them equal to barbarians would have been acceptable, but staggering the rogue behind the barbarian in dodging? Once again I have to ask (as per my other threads)... </p><p></p><p><em>...what was Andy thinking?</em></p><p></p><p>No matter. The solution presents itself easy enough.</p><p></p><p>-----</p><p></p><p><strong>Table: The Rogue</strong></p><p><strong>Lv-Special</strong></p><p>01-Sneak attack +1d6, trapfinding</p><p>02-Evasion, trap sense +1, uncanny dodge</p><p>03-Sneak attack +2d6</p><p>04-Trap sense +2</p><p>05-Improved uncanny dodge, sneak attack +3d6</p><p>06-Trap sense +3</p><p>07-Sneak attack +4d6</p><p>08-Trap sense +4</p><p>09-Sneak attack +5d6</p><p>10-Trap sense +5</p><p>11-Sneak attack +6d6, special ability</p><p>12-Trap sense +6</p><p>13-Sneak attack +7d6</p><p>14-Special ability, trap sense +7</p><p>15-Sneak attack +8d6</p><p>16-Trap sense +8</p><p>17-Sneak attack +9d6, special ability</p><p>18-Trap sense +9</p><p>19-Sneak attack +10d6</p><p>20-Special ability, trap sense +10</p><p></p><p>-----</p><p></p><p>Right away, you get an ability at every level, eliminating the problem of "dead" levels, esspecially at 20th level (I mean come on, no *crowning* rogue ability at 20th level?).</p><p></p><p>Secondly, while only equally proficient at dodging to barbarians, rogues bceome the undisputed masters at sensing traps (exceedingly appropriate, considering that they are already the masters at setting and detecting them).</p><p></p><p>There you go. The fix is in for anybody who doesn't treat the words of WotC as gospel.</p></blockquote><p></p>
[QUOTE="Sonofapreacherman, post: 1023138, member: 2315"] Rogues get uncanny dodge a full two levels later than barbarians (and three levels later for improved uncanny dodge), and both can equally sense traps. I don't know about any of you, but this doesn't make a shred of sense to me. I certainly don't know what motivated these changes in 3.5, but so far, they're two of the worst modifications I've read. Rogues should be the "best" at dodging (certainly better than barbarians). I think making them equal to barbarians would have been acceptable, but staggering the rogue behind the barbarian in dodging? Once again I have to ask (as per my other threads)... [i]...what was Andy thinking?[/i] No matter. The solution presents itself easy enough. ----- [b]Table: The Rogue Lv-Special[/b] 01-Sneak attack +1d6, trapfinding 02-Evasion, trap sense +1, uncanny dodge 03-Sneak attack +2d6 04-Trap sense +2 05-Improved uncanny dodge, sneak attack +3d6 06-Trap sense +3 07-Sneak attack +4d6 08-Trap sense +4 09-Sneak attack +5d6 10-Trap sense +5 11-Sneak attack +6d6, special ability 12-Trap sense +6 13-Sneak attack +7d6 14-Special ability, trap sense +7 15-Sneak attack +8d6 16-Trap sense +8 17-Sneak attack +9d6, special ability 18-Trap sense +9 19-Sneak attack +10d6 20-Special ability, trap sense +10 ----- Right away, you get an ability at every level, eliminating the problem of "dead" levels, esspecially at 20th level (I mean come on, no *crowning* rogue ability at 20th level?). Secondly, while only equally proficient at dodging to barbarians, rogues bceome the undisputed masters at sensing traps (exceedingly appropriate, considering that they are already the masters at setting and detecting them). There you go. The fix is in for anybody who doesn't treat the words of WotC as gospel. [/QUOTE]
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Fixing the newly broken rogue class (thanks to Andy and 3.5)
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