Clint_L
Legend
There's some hyperbole in the OP, but I agree with the broad points.
All other martial classes gained more than the rogue did in this UA, which means that rogue effectively took a step back. Given that rogue is already a consensus B tier class, I think they will wind up being at the bottom in the 2024 revision.
Their current niche is that they are a good skirmisher, scout, and a skill monkey. But the OP correctly points out that in the UA most other martial classes are getting boosts to their skill checks in various ways, which de facto lessens the usefulness of a rogue. The UA monk crushes the rogue when it comes to being a skirmisher; it's faster, more maneuverable, does better damage, and is much more survivable in most situations (after level 7 or so, a UA monk can easily be your main tank in most encounters). Rogues still have a package that makes them an effective scout, but in the UA there are a lot more familiars available, and familiars are generally better scouts than rogues.
I would definitely give the rogues extra attack at level 5. I mean, they should have that now. And I would increase the number of sneak attack dice by starting rogues with two dice at level 1. I would also allow rogues to have advantage on perception, investigation, acrobatics, and sleight of hand/thieves tools checks while they are stealthed. And I might let them add half their proficiency bonus to their AC, starting at level 1.
All other martial classes gained more than the rogue did in this UA, which means that rogue effectively took a step back. Given that rogue is already a consensus B tier class, I think they will wind up being at the bottom in the 2024 revision.
Their current niche is that they are a good skirmisher, scout, and a skill monkey. But the OP correctly points out that in the UA most other martial classes are getting boosts to their skill checks in various ways, which de facto lessens the usefulness of a rogue. The UA monk crushes the rogue when it comes to being a skirmisher; it's faster, more maneuverable, does better damage, and is much more survivable in most situations (after level 7 or so, a UA monk can easily be your main tank in most encounters). Rogues still have a package that makes them an effective scout, but in the UA there are a lot more familiars available, and familiars are generally better scouts than rogues.
I would definitely give the rogues extra attack at level 5. I mean, they should have that now. And I would increase the number of sneak attack dice by starting rogues with two dice at level 1. I would also allow rogues to have advantage on perception, investigation, acrobatics, and sleight of hand/thieves tools checks while they are stealthed. And I might let them add half their proficiency bonus to their AC, starting at level 1.