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<blockquote data-quote="ZombieRoboNinja" data-source="post: 6039827" data-attributes="member: 54843"><p>Good call. I think it should work for Con checks too. </p><p></p><p>Vault should go bye-bye because jumping should be a strength-based skill check, meaning this should be another use for Mighty Exertion.</p><p></p><p>From the wording, it definitely looks to me like you add modifier damage with Cleave, which is funny because it means that at high levels you'll be doing more damage with your cleave than your main attack. But it's necessary, because otherwise Cleave is just a crappy version of Whirlwind Attack. Personally, I think I'd pick Whirlwind Attack over Cleave anyway.</p><p></p><p>There are already big threads on Sneak Attack vs. Deadly Strike, but like Nine Hands said I'd like to see Rogues gets 1d6 per level (or even 1d6 per 2 levels). They'd have to lose access to Parry, but they shouldn't get Parry anyway.</p><p></p><p>Rogues get only five maneuvers that fighters don't: Sneak Attack, Skill Mastery, Iron Will (for some reason), Controlled Fall, and Defensive Roll (evasion lite). They share nine others with fighters. A lot of people are suggesting it's okay that both fighters and rogues use maneuvers now because clerics and wizards both use spells and look how different they are! But I'm pretty sure if two thirds of the cleric's spell list was from the wizard list, that would be seen as a problem. At this point, the rogue is basically a specialist fighter: he gets one cool maneuver (Skill Mastery) and four extra skills but gives up weapon and armor proficiencies and hp.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 6039827, member: 54843"] Good call. I think it should work for Con checks too. Vault should go bye-bye because jumping should be a strength-based skill check, meaning this should be another use for Mighty Exertion. From the wording, it definitely looks to me like you add modifier damage with Cleave, which is funny because it means that at high levels you'll be doing more damage with your cleave than your main attack. But it's necessary, because otherwise Cleave is just a crappy version of Whirlwind Attack. Personally, I think I'd pick Whirlwind Attack over Cleave anyway. There are already big threads on Sneak Attack vs. Deadly Strike, but like Nine Hands said I'd like to see Rogues gets 1d6 per level (or even 1d6 per 2 levels). They'd have to lose access to Parry, but they shouldn't get Parry anyway. Rogues get only five maneuvers that fighters don't: Sneak Attack, Skill Mastery, Iron Will (for some reason), Controlled Fall, and Defensive Roll (evasion lite). They share nine others with fighters. A lot of people are suggesting it's okay that both fighters and rogues use maneuvers now because clerics and wizards both use spells and look how different they are! But I'm pretty sure if two thirds of the cleric's spell list was from the wizard list, that would be seen as a problem. At this point, the rogue is basically a specialist fighter: he gets one cool maneuver (Skill Mastery) and four extra skills but gives up weapon and armor proficiencies and hp. [/QUOTE]
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