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Community
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Indirectly Buffing Rogues, Rangers, Monks Via Magic Items?
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<blockquote data-quote="ECMO3" data-source="post: 9875536" data-attributes="member: 7030563"><p>IMO none of these need buffs.</p><p></p><p>Monks survivability is second to none overall .... well maybe second to fighters between levels 9 and 13, but that is arguable. They need lower damage to compensate for this.</p><p></p><p>Rangers and Rogues are driven by subclass abilities. If you pick a good subclass, play to that subclass and hand out standard magic items they will be inline with other PCs. Most Rogue and Ranger subclasses should not be the heaviest damage dealers, but they are generally equivalent to other martial classes overall provided "normal" magic because they can generally make better use of most commonly found types of magic items than most classes can.</p><p></p><p>This is particularly true for a Thief. With standard randomly placed magic items that keep PCs "on schedule" in a "normal" magic campaign, there is an argument that a Thief is usually the most powerful PC in the core rules levels 3-20 game with random items. If you make it a high magic campaign with purchasing items and letting players choose I think they are hands down the most powerful PC in the core 2024 rules.</p><p></p><p>Part of this comes from the Thief's ability to take a normal action and use a magic item every turn. That is the rough equivalent of 2 normal actions. At high levels this includes spells from scrolls with no chance of failure (assuming Arcana expertise). Normally attunement limits severely limits the daily use you can get out of magic items. This is because they have to choose between using an item or using an action. With a thief they can alsways use an item and then swap attunement between short rests. So a thief he can do his thing (sneak attack) and throw a fireball or cast fear from a wand or whatever every single turn as long as they have "normal" number of magic items and get periodic short rests to change attunement. </p><p></p><p>That is just the Thief and is somewhat of a rabbit hole for this thread. I find Arcane Trickster and Assassin are also very good at their thing, as are all the PHB Ranger subclasses. You really need to pick your subclass based on how you want to play though. Having a mismatch (picking Fey Wanderer but ignoring Charisma skills and not having a way to charm or frighten) will make for an underpowered PC. However if you buff them, when someone does get complimentary feats/races it will make for an OP PC. In other words making that Fey Wanderer keep up with a Paladin in DPR, while also getting the awesome control the subclass brings to the table will make for a PC that is OP, or at least can be OP with a player who knows what they are doing.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9875536, member: 7030563"] IMO none of these need buffs. Monks survivability is second to none overall .... well maybe second to fighters between levels 9 and 13, but that is arguable. They need lower damage to compensate for this. Rangers and Rogues are driven by subclass abilities. If you pick a good subclass, play to that subclass and hand out standard magic items they will be inline with other PCs. Most Rogue and Ranger subclasses should not be the heaviest damage dealers, but they are generally equivalent to other martial classes overall provided "normal" magic because they can generally make better use of most commonly found types of magic items than most classes can. This is particularly true for a Thief. With standard randomly placed magic items that keep PCs "on schedule" in a "normal" magic campaign, there is an argument that a Thief is usually the most powerful PC in the core rules levels 3-20 game with random items. If you make it a high magic campaign with purchasing items and letting players choose I think they are hands down the most powerful PC in the core 2024 rules. Part of this comes from the Thief's ability to take a normal action and use a magic item every turn. That is the rough equivalent of 2 normal actions. At high levels this includes spells from scrolls with no chance of failure (assuming Arcana expertise). Normally attunement limits severely limits the daily use you can get out of magic items. This is because they have to choose between using an item or using an action. With a thief they can alsways use an item and then swap attunement between short rests. So a thief he can do his thing (sneak attack) and throw a fireball or cast fear from a wand or whatever every single turn as long as they have "normal" number of magic items and get periodic short rests to change attunement. That is just the Thief and is somewhat of a rabbit hole for this thread. I find Arcane Trickster and Assassin are also very good at their thing, as are all the PHB Ranger subclasses. You really need to pick your subclass based on how you want to play though. Having a mismatch (picking Fey Wanderer but ignoring Charisma skills and not having a way to charm or frighten) will make for an underpowered PC. However if you buff them, when someone does get complimentary feats/races it will make for an OP PC. In other words making that Fey Wanderer keep up with a Paladin in DPR, while also getting the awesome control the subclass brings to the table will make for a PC that is OP, or at least can be OP with a player who knows what they are doing. [/QUOTE]
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Indirectly Buffing Rogues, Rangers, Monks Via Magic Items?
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