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How is the rogue nerfed
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<blockquote data-quote="Empirate" data-source="post: 6053145" data-attributes="member: 78958"><p>I don't get how you can go ahead and praise archer Rogues, of all archetypes. It's almost impossible to gain reliable sneak attack going (not even balancing opponents are considered flat-footed anymore!), and you lack the feats for an effective archer anyway.</p><p></p><p>Elf is not really that great for Rogues either, since apart from their OK (but not great! Who wants to take a hit to Con?!) stat mods, they're not getting anything Rogue-relevant.</p><p></p><p>Level 5 is not really the point where I would compare classes, since up to that point, almost all the classes stay relatively well balanced. So you're good at 5th, but it is at the mid levels that the Rogue's deficits really start to show. Tumble through an opponent's square? Yeah, as long as we're talking humanoid 5th level opponents - but never at 10th or (god beware) 15th level, with Acrobatics DCs well in the 30s or even 40s.</p><p></p><p>I'm glad you had fun with your character, and it probably depends a lot on the playstyle of your group (it always does with Rogues), but I believe from a pure optimization standpoint, your post is misleading.</p><p></p><p></p><p></p><p></p><p>FTFY.</p><p></p><p>Also, I believe several of the later rules supplements for 3.x were in fact much better balanced than the early stuff. Tome of Battle, for instance, at least made an effort to give us interesting melee classes who can hold their own in a game of powerful magic and strange monsters. Whereas Core 3.x simply hands the keys to world domination to full casters and doesn't even offer any interesting (not to speak of powerful) options for mundanes.</p><p></p><p>Pathfinder clamps down much harder on power creep, that much is true, and I like the general approach of "let's try to make this game more balanced, and more interesting for mundanes". However, in many instances they just didn't do a good job of it. As the Rogue example shows.</p></blockquote><p></p>
[QUOTE="Empirate, post: 6053145, member: 78958"] I don't get how you can go ahead and praise archer Rogues, of all archetypes. It's almost impossible to gain reliable sneak attack going (not even balancing opponents are considered flat-footed anymore!), and you lack the feats for an effective archer anyway. Elf is not really that great for Rogues either, since apart from their OK (but not great! Who wants to take a hit to Con?!) stat mods, they're not getting anything Rogue-relevant. Level 5 is not really the point where I would compare classes, since up to that point, almost all the classes stay relatively well balanced. So you're good at 5th, but it is at the mid levels that the Rogue's deficits really start to show. Tumble through an opponent's square? Yeah, as long as we're talking humanoid 5th level opponents - but never at 10th or (god beware) 15th level, with Acrobatics DCs well in the 30s or even 40s. I'm glad you had fun with your character, and it probably depends a lot on the playstyle of your group (it always does with Rogues), but I believe from a pure optimization standpoint, your post is misleading. FTFY. Also, I believe several of the later rules supplements for 3.x were in fact much better balanced than the early stuff. Tome of Battle, for instance, at least made an effort to give us interesting melee classes who can hold their own in a game of powerful magic and strange monsters. Whereas Core 3.x simply hands the keys to world domination to full casters and doesn't even offer any interesting (not to speak of powerful) options for mundanes. Pathfinder clamps down much harder on power creep, that much is true, and I like the general approach of "let's try to make this game more balanced, and more interesting for mundanes". However, in many instances they just didn't do a good job of it. As the Rogue example shows. [/QUOTE]
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