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*Dungeons & Dragons
Homebrew: Fixing the Rogue
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<blockquote data-quote="Silam" data-source="post: 9896370" data-attributes="member: 7055898"><p>Thanks everyone for the feedback!</p><p></p><p>The thinking behind the proposal is the following:</p><p></p><p>1. No matter the setup (TWF or not, weapon choice, etc) the minimum damage between a Rogue and non-Rogue is the same.</p><p></p><p>2. The best-case maximum damage of the homebrew Rogue is higher than a vanilla Rogue.</p><p></p><p>3. The average damage of the homebrew Rogue may be lower, about the same or a bit higher compared to the vanilla Rogue, depending on circumstances. In some cases (e.g., having just one attack in the whole round), then the average damage would be lower due to the extra SA damage being essentially gated on disadvantage. But I would argue this is not that likely given what is already available to Rogues, without even needing multi-classing, feats nor high levels. From the get go they have 2 WM, which could be for example with the dagger (for Nick and the option to throw if needed) and shortsword (for Vex). This is not exotic at all and means a Rogue could easily get two SA attempts rather than one (or 3 rather than 2 if an opportunity attack comes up). Then at 3rd level they get Steady Aim for one more source of advantage. All that comes online even before the first feat. At 4th level, that first feat could be Dual Wielder (though personally I think it’s a horribly designed feat and if we’re going to homebrew anyway then probably that should be cleaned up as well, but in the spirit of minimalism, let’s say we don’t change it), which would bring the attack quantity to 3 (or 4 with an op attack). Even with the pseudo-disadvantage mechanic gating the extra SA damage, I would think these are pretty good odds compared to official rules, which would give 1 (or 2 with an op attack) shots at getting SA damage.</p><p></p><p>Overall, I totally agree that the Rogue brings a lot of utility out of combat, and all that should remain as is. But combat is still an important part of the game. Mostly, I just dislike the aesthetics of the weird "1 per-turn but not limited to my own turn" limit on SA. I know D&D is not supposed to be a perfect simulation, but to me it feels so weird that it creates a sense of disbelief. Like, the Rogue needs to be so precise and focused or whatever that they only get to do this thing once every 6 seconds, but if someone leaves their reach or any number of other reaction scenarios (Sentinel, etc) then they get another shot then. But if they can actually pull it off twice, then why not 3 or 4 times? And if it requires that much precision and focus to hit a vital organ, then why is it exactly as likely as hitting for the base damage at all? Shouldn’t it be a bit less likely? These are the factors I was trying to capture in the proposed homebrew mechanics. Doesn’t mean it’s perfect of course… it’s just an unpolished idea at this point.</p></blockquote><p></p>
[QUOTE="Silam, post: 9896370, member: 7055898"] Thanks everyone for the feedback! The thinking behind the proposal is the following: 1. No matter the setup (TWF or not, weapon choice, etc) the minimum damage between a Rogue and non-Rogue is the same. 2. The best-case maximum damage of the homebrew Rogue is higher than a vanilla Rogue. 3. The average damage of the homebrew Rogue may be lower, about the same or a bit higher compared to the vanilla Rogue, depending on circumstances. In some cases (e.g., having just one attack in the whole round), then the average damage would be lower due to the extra SA damage being essentially gated on disadvantage. But I would argue this is not that likely given what is already available to Rogues, without even needing multi-classing, feats nor high levels. From the get go they have 2 WM, which could be for example with the dagger (for Nick and the option to throw if needed) and shortsword (for Vex). This is not exotic at all and means a Rogue could easily get two SA attempts rather than one (or 3 rather than 2 if an opportunity attack comes up). Then at 3rd level they get Steady Aim for one more source of advantage. All that comes online even before the first feat. At 4th level, that first feat could be Dual Wielder (though personally I think it’s a horribly designed feat and if we’re going to homebrew anyway then probably that should be cleaned up as well, but in the spirit of minimalism, let’s say we don’t change it), which would bring the attack quantity to 3 (or 4 with an op attack). Even with the pseudo-disadvantage mechanic gating the extra SA damage, I would think these are pretty good odds compared to official rules, which would give 1 (or 2 with an op attack) shots at getting SA damage. Overall, I totally agree that the Rogue brings a lot of utility out of combat, and all that should remain as is. But combat is still an important part of the game. Mostly, I just dislike the aesthetics of the weird "1 per-turn but not limited to my own turn" limit on SA. I know D&D is not supposed to be a perfect simulation, but to me it feels so weird that it creates a sense of disbelief. Like, the Rogue needs to be so precise and focused or whatever that they only get to do this thing once every 6 seconds, but if someone leaves their reach or any number of other reaction scenarios (Sentinel, etc) then they get another shot then. But if they can actually pull it off twice, then why not 3 or 4 times? And if it requires that much precision and focus to hit a vital organ, then why is it exactly as likely as hitting for the base damage at all? Shouldn’t it be a bit less likely? These are the factors I was trying to capture in the proposed homebrew mechanics. Doesn’t mean it’s perfect of course… it’s just an unpolished idea at this point. [/QUOTE]
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