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General Tabletop Discussion
*Dungeons & Dragons
Maybe this is a bit late, but let's talk about Rogue's Niche, and What Rogue Should Be.
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<blockquote data-quote="Kaiyanwang" data-source="post: 9376634" data-attributes="member: 91656"><p>Dex to damage is the least of your problems. The essential was to get the Sneak Attack, which in later 3.5 with weapon crystals and alternate class features was doable. Also 3.X rogues, in contrast with Pathfinder, had the flask-rogue strategy which paid off.</p><p></p><p>Within a reasonable optimization milieu, you can then throw in the feat Craven and be satisfied without hunting for feat chains like full BAB classes had to do (they were rewarded with bigger number if they went all the way through, though).</p><p>Basically I am sayin @[USER=82524]Vaalingrade[/USER] is right but also wrong. He's wrong when he thinks feats are irrelevant because in 3e they are your bread and butter if you aren't a caster, and probably also if you are one (and we discussed ad nauseam when and how this failed).</p><p>He's right when he says that rogues were damage dealers before 4e. In the original 3.0 manual, to add significant damage to your 2H full BAB class full attack routine, you had to suffer severe penalties to hit. Rogue damage was, perhaps as a legacy from previous edition, very conditional but <em>relatively</em> high without looking for esoteric combinations - just playing the class with some TWF, a few AOOs and such you got ~40-45 damage per hit at 20th. Compare with a <em><strong>PHB</strong></em> melee class.</p><p></p><p>3.5 slid this back a bit but before certain manuals you could still play opportunistically and get a good damage dealing output. BTW, I think that is a good thing due to how the class is supposed to feel. Just, you didn't have the combos pre-made for you with specific class powers, you had to pick up specific feats and talents and make them work.</p></blockquote><p></p>
[QUOTE="Kaiyanwang, post: 9376634, member: 91656"] Dex to damage is the least of your problems. The essential was to get the Sneak Attack, which in later 3.5 with weapon crystals and alternate class features was doable. Also 3.X rogues, in contrast with Pathfinder, had the flask-rogue strategy which paid off. Within a reasonable optimization milieu, you can then throw in the feat Craven and be satisfied without hunting for feat chains like full BAB classes had to do (they were rewarded with bigger number if they went all the way through, though). Basically I am sayin @[USER=82524]Vaalingrade[/USER] is right but also wrong. He's wrong when he thinks feats are irrelevant because in 3e they are your bread and butter if you aren't a caster, and probably also if you are one (and we discussed ad nauseam when and how this failed). He's right when he says that rogues were damage dealers before 4e. In the original 3.0 manual, to add significant damage to your 2H full BAB class full attack routine, you had to suffer severe penalties to hit. Rogue damage was, perhaps as a legacy from previous edition, very conditional but [I]relatively[/I] high without looking for esoteric combinations - just playing the class with some TWF, a few AOOs and such you got ~40-45 damage per hit at 20th. Compare with a [I][B]PHB[/B][/I] melee class. 3.5 slid this back a bit but before certain manuals you could still play opportunistically and get a good damage dealing output. BTW, I think that is a good thing due to how the class is supposed to feel. Just, you didn't have the combos pre-made for you with specific class powers, you had to pick up specific feats and talents and make them work. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Maybe this is a bit late, but let's talk about Rogue's Niche, and What Rogue Should Be.
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