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<blockquote data-quote="Parmandur" data-source="post: 7879617" data-attributes="member: 6780330"><p>Violating the WotC design structures and expanding the comparison, however, the Assassin at Level 3 gets advantage and hence Sneak Attack on anybody who hasn't taken a turn yet, and auto-critd when having advantage (and a couple Proficiency additions), which is nice but I'd wager works out being if equal mathematical value in GO over the long term.</p><p></p><p>The A cane Trickster gets some Cantrips and a few neat tricks with Mage Hand, which are admittedly delightful and useful, but comparable.</p><p></p><p>The Swashbuckler gets some movement and Initiative tricks, and a new way to get Sneak Attack, which is awesome, but still comparable.</p><p></p><p>Inquisitive gets some Skill till boni and a new way to Sneak Attack. Comparable to changing the dynamics of the drawing action.</p><p></p><p>The Mastermind gets some skills, a mimicry ability and Help as a Bonus Action. Handy, but not better.</p><p></p><p>Finally, the Scout gets some Proficiency with extra Expertise, and the ability to move as a reaction. Comparable in my book.</p><p></p><p>It's a pretty solid set of Subclasses, but if anything the Soil Knives are maybe OP in the long-term math.</p></blockquote><p></p>
[QUOTE="Parmandur, post: 7879617, member: 6780330"] Violating the WotC design structures and expanding the comparison, however, the Assassin at Level 3 gets advantage and hence Sneak Attack on anybody who hasn't taken a turn yet, and auto-critd when having advantage (and a couple Proficiency additions), which is nice but I'd wager works out being if equal mathematical value in GO over the long term. The A cane Trickster gets some Cantrips and a few neat tricks with Mage Hand, which are admittedly delightful and useful, but comparable. The Swashbuckler gets some movement and Initiative tricks, and a new way to get Sneak Attack, which is awesome, but still comparable. Inquisitive gets some Skill till boni and a new way to Sneak Attack. Comparable to changing the dynamics of the drawing action. The Mastermind gets some skills, a mimicry ability and Help as a Bonus Action. Handy, but not better. Finally, the Scout gets some Proficiency with extra Expertise, and the ability to move as a reaction. Comparable in my book. It's a pretty solid set of Subclasses, but if anything the Soil Knives are maybe OP in the long-term math. [/QUOTE]
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