Jdvn1
Hanging in there. Better than the alternative.
Doesn't a level in Scout put his speed with everyone else's?Shin Okada said:Not a bad combo. But that halfling is still slow (bad as a scout)...
Doesn't a level in Scout put his speed with everyone else's?Shin Okada said:Not a bad combo. But that halfling is still slow (bad as a scout)...
Seeten said:..., but I guess for people desperate for a dim light vision, not smart enough to get it as a class ability, or as a permanent spell, or from an item, they can have their low light vision and their +2 diplomacy.
Jdvn1 said:Doesn't a level in Scout put his speed with everyone else's?
Shin Okada said:It seems that many DMs are more generous (or loose on rules) than DMs of my group. I don't know whether that is good or not. In my understanding, lighting and vision is a very important rule in every editions of D&D. And core races are balanced that fact in mind.
Shin Okada said:With light source or not, it is really a bad idea to go with armored fighters when scouting. So, scouting is usually done only with stealthy characters.
And most monsters in underground dungeon has darkvision. So most dungeons are not lit. If a halfling rogue brings a lantern when scounting a dungeon, he will surely be found by monsters before he notice the monsters. Ouch!
And dungeons are usually not near your home town. Adventurers travel there. So every night, they must camp. Unless DMs are very, very generous, night camp is not that much safe. In night camp, the vision is very important.
Also, sometimes, adventurers raid evil citadel, stronghold of bandits and such. In that case, forward observing is very important. As majority of the "pepole" in most world are human, demihumans with low-light or darkvision can have big advantage if they move at night.
ThirdWizard said:All in all, they make really good rogues. Their main drawback is speed, not their sight.
ThirdWizard said:I would recommend a halfling rogue to concentrate more on ranged fighting (thrown preferably) at lower levels, then move into melee at higher levels when some kind of speed enhancement is attainable. Maybe boots that can cast Expeditions Retreat X/day or something like that.
Typically with point buy they'll start with 12 Str and 16 Dex, maybe 17 Dex, which I don't think is too bad. Sneak attacking ranged is a problematic process, depending on one's views. () But, soon enough they can move into melee, using their enhanced dex to tumble about and finesse their weapons.
They're stealthier than other rogues, and +1 to all saving throws is an outstanding ability.
They make very good sorcerers too.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.