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How do you handle Rogue (Assassins)?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 7354908" data-attributes="member: 5143"><p>There's a lot of debate as to what counts as a "Use an Object" action. LOTS of debate. Most people believe that throwing Alchemist's Fire or Holy Water is an Attack Action, since it requires an attack roll. Most of the DMs in my area rule it that way, including me, so I wouldn't try to use those.</p><p></p><p>The rest of those things are also somewhat debatable if they are "use an object" or not. Either way, most of them have nearly no effect on the combat and just slow things down so I don't bother </p><p></p><p></p><p>The picking of locks at 30 feet generally isn't all that useful. Most traps go off when you open a door, not when you pick its lock so there's often VERY little reason to need to pick a lock from 30 feet away. At best, it's a cute roleplaying thing.</p><p></p><p>Spells are handy, and yes, are likely more powerful than the other features...though not much more.</p><p></p><p></p><p></p><p>Yep, those are the conditions required. In my experience it means getting an assassination off once in every 10 combats or so if the Rogue tries. I have been nice to people before and allowed the group to make a group stealth check to sneak up on enemies. So if 50% of them succeed in stealth, they can get the surprise which I find is a little more fair and has stopped a lot of arguing over "Your stealth sucks! You need to stand 100 feet behind us at all times!"</p><p></p><p>However, even with RAW it isn't all that difficult to sneak up on enemies if you try. Even someone with +0 Stealth and Disadvantage still beats the average PP of 10 or 11 about 30% of the time. Rogues generally have a good Dex and tend to go before monsters a majority of the time.</p><p></p><p>So, if the entire party says "We're sneaking constantly", you should still see an assassination happen about 10% of the time.</p><p></p><p>The rest of the ability where they get advantage against things they go before in initiative happens almost every combat.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 7354908, member: 5143"] There's a lot of debate as to what counts as a "Use an Object" action. LOTS of debate. Most people believe that throwing Alchemist's Fire or Holy Water is an Attack Action, since it requires an attack roll. Most of the DMs in my area rule it that way, including me, so I wouldn't try to use those. The rest of those things are also somewhat debatable if they are "use an object" or not. Either way, most of them have nearly no effect on the combat and just slow things down so I don't bother The picking of locks at 30 feet generally isn't all that useful. Most traps go off when you open a door, not when you pick its lock so there's often VERY little reason to need to pick a lock from 30 feet away. At best, it's a cute roleplaying thing. Spells are handy, and yes, are likely more powerful than the other features...though not much more. Yep, those are the conditions required. In my experience it means getting an assassination off once in every 10 combats or so if the Rogue tries. I have been nice to people before and allowed the group to make a group stealth check to sneak up on enemies. So if 50% of them succeed in stealth, they can get the surprise which I find is a little more fair and has stopped a lot of arguing over "Your stealth sucks! You need to stand 100 feet behind us at all times!" However, even with RAW it isn't all that difficult to sneak up on enemies if you try. Even someone with +0 Stealth and Disadvantage still beats the average PP of 10 or 11 about 30% of the time. Rogues generally have a good Dex and tend to go before monsters a majority of the time. So, if the entire party says "We're sneaking constantly", you should still see an assassination happen about 10% of the time. The rest of the ability where they get advantage against things they go before in initiative happens almost every combat. [/QUOTE]
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