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I hate expertise dice as a universal mechanic.
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<blockquote data-quote="bbjore" data-source="post: 6044151" data-attributes="member: 27539"><p>I'd suggested something like this in another thread, and I agree 100%, building expertise die is an excellent way to make the rogue play differently, and it really helps the rogue shine as an ambusher is they have a few rounds to wait in hiding.</p><p></p><p>Sometimes I get concerned that it may be overcomplicated things. It might also be nice just to have the rogue us maneuvers to alternate actions. One round a trick that embodies their skillful nature, the next a sneak attack that allows them to keep pace with the fighter damage wise. In this way, while the fighter is consistently bashing, the rogue takes a turn to set-up, then hammers...</p><p></p><p>Maneuvers would be things like tumbling through the line, causing one target to lose sight of the rogue for a round, slowing a foe, or granting advantage on the next attack... It'd be especially nice if they did double duty, helping a rogue sneak, evade, con, or escape in the other pillars.</p><p></p><p>My only concern with your implementation is that many next combats are very short, running 2-3 rounds. If the build-up requires to much set-up or the rogue isn't rewarded for something like starting hidden or surprise, then combats may end before the rogue can really contribute. It's an easy fix, I just mentioned it because the actual implementation just has to account for the problem.</p></blockquote><p></p>
[QUOTE="bbjore, post: 6044151, member: 27539"] I'd suggested something like this in another thread, and I agree 100%, building expertise die is an excellent way to make the rogue play differently, and it really helps the rogue shine as an ambusher is they have a few rounds to wait in hiding. Sometimes I get concerned that it may be overcomplicated things. It might also be nice just to have the rogue us maneuvers to alternate actions. One round a trick that embodies their skillful nature, the next a sneak attack that allows them to keep pace with the fighter damage wise. In this way, while the fighter is consistently bashing, the rogue takes a turn to set-up, then hammers... Maneuvers would be things like tumbling through the line, causing one target to lose sight of the rogue for a round, slowing a foe, or granting advantage on the next attack... It'd be especially nice if they did double duty, helping a rogue sneak, evade, con, or escape in the other pillars. My only concern with your implementation is that many next combats are very short, running 2-3 rounds. If the build-up requires to much set-up or the rogue isn't rewarded for something like starting hidden or surprise, then combats may end before the rogue can really contribute. It's an easy fix, I just mentioned it because the actual implementation just has to account for the problem. [/QUOTE]
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I hate expertise dice as a universal mechanic.
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