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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest Document #3: Rogue
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<blockquote data-quote="tetrasodium" data-source="post: 8100956" data-attributes="member: 93670"><p> <ul> <li data-xf-list-type="ul">I like the change to starting equipment> 125gp or package a/package b of less gold+equipment</li> <li data-xf-list-type="ul">expertise dice is a much improved version of the overly generously scaled default expertise so I like that & having seen it in play both from hero points along with dragonmarked races feel that it works better. I'm also going to second the positive things said about tightening the allowed skill choices a little being a good thing.</li> <li data-xf-list-type="ul">Combat tactics: Carver & sniper are great, that +1d6 with a dagger is really nice, but I'd suggest changing "your attack deals" to "your sneak attack deals" would preemptively clear up any confusion over if it doubles with a crit or not & with later levels giving improved crit range it has a good chance of coming up. Changing it at level up is good & reasonable for adapting within the party/adventure.<ul> <li data-xf-list-type="ul">Ambusher is one of those things that probably sounds cool/good in theory, but it pushes "stealth is invisibility" trope & without extra attacks it's not really even meaningfu to say "attack<strong>s</strong>" or "until the end of your next turn". This sort of mechanic tends to be a bit annoying for a lot of the table if not significantly handwaived by the gm so why not just make it a stance like intuitive combat stance or something like taking the dodge action to trigger it?</li> </ul></li> <li data-xf-list-type="ul">Cipher/deception/veiled threat. all three are pretty cool & fit well with different rogue type tropes.</li> <li data-xf-list-type="ul">The ASI's: Not sure if going from default 4/8/10/12/16/19 to 4/8/12/16/19 is intended or oversight but worth mentioning.</li> <li data-xf-list-type="ul">Improved critical: it says "If you gain Improved Critical from another class", should "class" be "source" to allow a gm to put it on a keen weapon equivalent without needing to juggle edge cases? It's also great that they get it early enough for this to be a core component of the rogue rather than something that would be cool in avery high level one shot or something</li> <li data-xf-list-type="ul">Shrewd judgement: All three of these are awesome. I like that the diplomancery spot tell/tricky interrogation try to cover different niches within the social encounter... but doesn't spot tell also cover what tricky interrogation covers? With quick frisk it's great that it gives general information a gm could fill in on the fly rather than an explicit list you'd get from "strip & put your stuff on the table for inspection"</li> <li data-xf-list-type="ul">Defense style: I like that this is split three ways. Some might cry foul because two of them were previously just given at 5 &7 rather than a choice, but by splitting it as a choice it allows more cool design space like improved critical.<ul> <li data-xf-list-type="ul">Noteworthy is that page 6 defense style says level 7 but the table on page 3 says level 8, which is intended?</li> </ul></li> <li data-xf-list-type="ul">Improved trapsmith: having this "within 10 feet of the booby-trapped area or object must make a saving throw or be damaged by the trap" makes a lot of sense for a useful ability people will want to use for reasons other than "because it's <em>my</em> skill" and adds a lot of leeway to how players make the trap they "design" so I really like it even before adding how it allows for potential cool use of various artisan tools... On the artisan tools note though, maybe change "each trap you <u>build</u>" to "design" as it would allow things like bobRogue to give plans to chuckCarpenter, daveMason, or even $townNPCs.</li> <li data-xf-list-type="ul">Low profile: All of these are pretty cool & I think it's good to see an ability that explicitly grants them rather than just "proficient with x" on some.</li> <li data-xf-list-type="ul">exploration knacks<ul> <li data-xf-list-type="ul">Agile athlete: I like that it pegs climb speed to your walk speed allowing it to move around to match the player's abilities. giving an expertise die on athletics is a nice benefit to go with what would otherwise be a rather niche ribbon.</li> <li data-xf-list-type="ul">boobytrapper: This goes well with players in parties who want to make heavy use of traps so good stuff but the wording is unclear on if the concealed traps are traps that have been set/deployed or hidden on your person so can be both & neither depending on the table.</li> <li data-xf-list-type="ul">Delay Trap: This kind of thing is done all the time in movies & such so it's neat to see, but "everyone leave the room while I do this trap" has the same effect & is almost standard practice in a lot of parties, perhaps giving an expertise die on the save would be fitting?</li> <li data-xf-list-type="ul">Expertise training: great for folks who want to be skill monkey types & I've already said that the expertise die is a nice improvement over expertise. It doesn't say if you need to be proficient or if it grants proficiency in the event you are not though.</li> <li data-xf-list-type="ul">Extra skill training: skill monkey training continues, good thing for those types.</li> <li data-xf-list-type="ul">Hide in shadows: Great for stealth types & good ability as it is.</li> <li data-xf-list-type="ul">Observer: I like that this does something for both active & passive perception. With observant one of the few ways of getting +1 int on a feat that's also useful I've seen the frustration of only having one from both sides of the gm screen</li> <li data-xf-list-type="ul">Scout leader: This is interesting but it doesn't specify if you can apply it to one ally before or after they roll.</li> <li data-xf-list-type="ul">Sense for secrets is a nice little searching ability & the can't use twice in same area is a good little anti-hotter/colder thing if the party can't figure out what triggered spidy senses</li> <li data-xf-list-type="ul">Tuck & roll: on paper this seems useful, but fall damage is such a minor thing I wonder if this is worth it on its own without adding something more or if this is a trap choice that snares newer less experienced players</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="tetrasodium, post: 8100956, member: 93670"] [LIST] [*]I like the change to starting equipment> 125gp or package a/package b of less gold+equipment [*]expertise dice is a much improved version of the overly generously scaled default expertise so I like that & having seen it in play both from hero points along with dragonmarked races feel that it works better. I'm also going to second the positive things said about tightening the allowed skill choices a little being a good thing. [*]Combat tactics: Carver & sniper are great, that +1d6 with a dagger is really nice, but I'd suggest changing "your attack deals" to "your sneak attack deals" would preemptively clear up any confusion over if it doubles with a crit or not & with later levels giving improved crit range it has a good chance of coming up. Changing it at level up is good & reasonable for adapting within the party/adventure. [LIST] [*]Ambusher is one of those things that probably sounds cool/good in theory, but it pushes "stealth is invisibility" trope & without extra attacks it's not really even meaningfu to say "attack[B]s[/B]" or "until the end of your next turn". This sort of mechanic tends to be a bit annoying for a lot of the table if not significantly handwaived by the gm so why not just make it a stance like intuitive combat stance or something like taking the dodge action to trigger it? [/LIST] [*]Cipher/deception/veiled threat. all three are pretty cool & fit well with different rogue type tropes. [*]The ASI's: Not sure if going from default 4/8/10/12/16/19 to 4/8/12/16/19 is intended or oversight but worth mentioning. [*]Improved critical: it says "If you gain Improved Critical from another class", should "class" be "source" to allow a gm to put it on a keen weapon equivalent without needing to juggle edge cases? It's also great that they get it early enough for this to be a core component of the rogue rather than something that would be cool in avery high level one shot or something [*]Shrewd judgement: All three of these are awesome. I like that the diplomancery spot tell/tricky interrogation try to cover different niches within the social encounter... but doesn't spot tell also cover what tricky interrogation covers? With quick frisk it's great that it gives general information a gm could fill in on the fly rather than an explicit list you'd get from "strip & put your stuff on the table for inspection" [*]Defense style: I like that this is split three ways. Some might cry foul because two of them were previously just given at 5 &7 rather than a choice, but by splitting it as a choice it allows more cool design space like improved critical. [LIST] [*]Noteworthy is that page 6 defense style says level 7 but the table on page 3 says level 8, which is intended? [/LIST] [*]Improved trapsmith: having this "within 10 feet of the booby-trapped area or object must make a saving throw or be damaged by the trap" makes a lot of sense for a useful ability people will want to use for reasons other than "because it's [I]my[/I] skill" and adds a lot of leeway to how players make the trap they "design" so I really like it even before adding how it allows for potential cool use of various artisan tools... On the artisan tools note though, maybe change "each trap you [U]build[/U]" to "design" as it would allow things like bobRogue to give plans to chuckCarpenter, daveMason, or even $townNPCs. [*]Low profile: All of these are pretty cool & I think it's good to see an ability that explicitly grants them rather than just "proficient with x" on some. [*]exploration knacks [LIST] [*]Agile athlete: I like that it pegs climb speed to your walk speed allowing it to move around to match the player's abilities. giving an expertise die on athletics is a nice benefit to go with what would otherwise be a rather niche ribbon. [*]boobytrapper: This goes well with players in parties who want to make heavy use of traps so good stuff but the wording is unclear on if the concealed traps are traps that have been set/deployed or hidden on your person so can be both & neither depending on the table. [*]Delay Trap: This kind of thing is done all the time in movies & such so it's neat to see, but "everyone leave the room while I do this trap" has the same effect & is almost standard practice in a lot of parties, perhaps giving an expertise die on the save would be fitting? [*]Expertise training: great for folks who want to be skill monkey types & I've already said that the expertise die is a nice improvement over expertise. It doesn't say if you need to be proficient or if it grants proficiency in the event you are not though. [*]Extra skill training: skill monkey training continues, good thing for those types. [*]Hide in shadows: Great for stealth types & good ability as it is. [*]Observer: I like that this does something for both active & passive perception. With observant one of the few ways of getting +1 int on a feat that's also useful I've seen the frustration of only having one from both sides of the gm screen [*]Scout leader: This is interesting but it doesn't specify if you can apply it to one ally before or after they roll. [*]Sense for secrets is a nice little searching ability & the can't use twice in same area is a good little anti-hotter/colder thing if the party can't figure out what triggered spidy senses [*]Tuck & roll: on paper this seems useful, but fall damage is such a minor thing I wonder if this is worth it on its own without adding something more or if this is a trap choice that snares newer less experienced players [/LIST] [/LIST] [/QUOTE]
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