Thanks!
sickles -- because they are d4.
I am not sure that's a great reason for a farm implement that should hardly be a viable weapon at all to get the bonus. There aren't a lot of farm-themed rogues, are there?
Thanks!
sickles -- because they are d4.
Your description of a Rogue with a 16 dexterity and another ability indicates to me its LACK of flexibility. It's exactly this that I find weak in the rogue design. Given how few mudane options there are, I want the rogue to be more robust.
ha ha ha.I am not sure that's a great reason for a farm implement that should hardly be a viable weapon at all to get the bonus. There aren't a lot of farm-themed rogues, are there?
I don't think we are disagreeing.Among 5E classes Rogue is the most SAD class there is. I don't get what you are saying here or what you mean by Robust. If you are saying you want them to be more powerful in combat I get you, but that is more than balanced by their out of combat capabilities and a Rogue as powerful as a fighter should not have access to the other things they have.
To be clear you can do a lower dex Rogue and they do play well. You typically need a high strength and 12+ constitution if you want them to be as effective in combat though.
I flat-out just removed the Finesse Weapon restriction on Sneak Attack completely.I love playing rouges, and my problems with the design of the rogue class focus around the limited choices of builds and basic combat options. I make no pretense that anyone other than myself sees these as issues needing a fix.
The changes that I would like are all (I believe) minor, and implementing them would make for a much wider range of rouge builds. They are things that a DM might allow in any case. But pooling them together in a feat demonstrates the importance I would place on them when designing a character. So here is a homebrew feat, which offers three benefits that would be of conceivable interest to rogues, spellcasters, monks, bards, and tavern brawlers.
The first benefit is different from the monk ability because it allows unarmed strikes to be used with Sneak Attack. For the second I’ve deliberately only chosen weapons that do d4 damage. For the third, Dexterity remains important for defense, but a greater range of options become possible for builds.
I’d welcome your thoughts and comments – what am I missing? is this too strong? Are there synergies that I’ve not thought of that make these overpowered? Do you have a better name for the combination of effects described?
Thanks!
As you know, though, the question is about mechanics.
I'm not either, which is why I'm suggesting a feat. This seems preferable to me than the free-rejigging of stat bonuses in TCoE (though I do understand what motivated that choice).However I'm not a fan of just letting a character pick any ability score to base attacks off.
Agreed. Make it a half-feat (+1 to a stat), and allow the stat swap to apply to any finesse weapon, and I'd put it in the "good feat category". Right now, this is purely a reskin that happens to cost a feat.If anything, I'd say that seems like a very weak feat. It's basically a sidegrade--your power level stays the same, you just use different-looking gear--but you pay for this essentially cosmetic change with an entire feat slot.
If you were in my campaign, I'd give you most of this stuff for free, or at most a token payment. Maybe swap it in for your background feature? Certainly not a feat. I'd have to think about the stat swap, but the rest is trivial.