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How do you handle Rogue (Assassins)?
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<blockquote data-quote="Fast_Jimmy" data-source="post: 7354879" data-attributes="member: 6939191"><p>If you played a Thief and didn't use Fast Hands, I'd question your imagination. You have caltrops, ball bearings, animals traps, acid, alchemist's fire, holy water... all from the PHB and all great to use as a Bonus Action. You can devote entire builds to using this feature in every round of every combat.</p><p></p><p>Also, if we're going to compare PHB Rogue subclasses... why not compare Assassin to Arcane Trickster? At level 3, while the Assassin gets an ability they can use maybe a handful of times in any campaign, Arcane Trickster gets three cantrips and access to the Wizard spell list, one of the best in the game, while ALSO getting the ability to pick locks and disarm traps from a distance of 30 feet.</p><p></p><p>How many D&D campaigns involve picking locks + disarming traps and would greatly benefit from an awesomely safe distance for both? I'd say all of them.</p><p></p><p></p><p></p><p>If your party rolls well on Stealth, if you roll well on Initiative AND if you don't miss... oh, also, if your party is fully on board with changing their entire encounter approach so that you can bend the campaign to use your class ability, as well. And assuming your DM allows the type of scouting/sneaking ahead that would be required and assuming the encounter would even allow the party to be hidden (a Big Bad, a target you'd MOST want to get an opening-round Crit on, might be fully aware of the party for their planned monologue, as an example).</p></blockquote><p></p>
[QUOTE="Fast_Jimmy, post: 7354879, member: 6939191"] If you played a Thief and didn't use Fast Hands, I'd question your imagination. You have caltrops, ball bearings, animals traps, acid, alchemist's fire, holy water... all from the PHB and all great to use as a Bonus Action. You can devote entire builds to using this feature in every round of every combat. Also, if we're going to compare PHB Rogue subclasses... why not compare Assassin to Arcane Trickster? At level 3, while the Assassin gets an ability they can use maybe a handful of times in any campaign, Arcane Trickster gets three cantrips and access to the Wizard spell list, one of the best in the game, while ALSO getting the ability to pick locks and disarm traps from a distance of 30 feet. How many D&D campaigns involve picking locks + disarming traps and would greatly benefit from an awesomely safe distance for both? I'd say all of them. If your party rolls well on Stealth, if you roll well on Initiative AND if you don't miss... oh, also, if your party is fully on board with changing their entire encounter approach so that you can bend the campaign to use your class ability, as well. And assuming your DM allows the type of scouting/sneaking ahead that would be required and assuming the encounter would even allow the party to be hidden (a Big Bad, a target you'd MOST want to get an opening-round Crit on, might be fully aware of the party for their planned monologue, as an example). [/QUOTE]
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