FreeTheSlaves
Adventurer
KarinsDad said:The problem with dumping a lot of damage and then bailing is that you are not doing that much productively while bailing.
That's true, I'd assume that tumble/invisibility would be used to get in close, one full attack & then a tumbling retreat. The only way to get a consistant damage output is to use reach, range or spring attack but in all these cases a rogue will never, on average, be better at average damage output than a fighter - attempting to do so is an exercise in futility.
I'm not so sure that I would call a rogue vanishing from sight, delaying/readying, or hiding is a waste in productivity. This will have an impact on the enemies decisions if they recognize the threat that he presents. A duel wielding rogue suddenly appearing next to a dex denied/flanked 2nd rank type is pretty much in their worst dreams.
KarinsDad said:Hard to say. The spiked chain variant gets more full round attacks in due to threatening a larger area and the 15 foot trick. On the other hand, his opponents can get a few more full round attacks back on him.
I'm weary of any rogue build that requires a near static full attack (2WF included), even one with reach. The problems are that a decent tank will merely take a hit to close and reach enemies are not infrequent themselves. My 'reserve character' rogue (moderate mortality campaign) build uses reach & missile at the expense of being specialized in either.
****
Going back to this threads title, how would you make 2 weapon fighting not suck-o-rama? If I was going to buy into this assumption - I'm reserving my judgement still - the only thing I would change is the sheer number of feats required. I would make the initial 2WF free without need for a feat, this seems to be the biggest complaint closely followed by the necessity of the full attack option and lastly the double wealth investment.