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General Tabletop Discussion
*Pathfinder & Starfinder
Paizo's Stephen Radney-MacFarland Previews The Rogue Class For Pathfinder 2nd Edition!
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<blockquote data-quote="Markn" data-source="post: 7739577" data-attributes="member: 21827"><p>I think a few things are happening here. </p><p></p><p>First, Paizo got ripped for going pretty far with the fighter. I think they consciously showed components of the Rogue that are familiar to appease the players that were freaking out about the fighter.</p><p></p><p>Second, one method of making higher level play work is to expand the feel of low level to higher level. This means powers that were traditionally given out earlier in PF1 now show up later. Assuming all classes do this, then the rogue won't suffer. </p><p></p><p>I think some of the learnings that both WotC and Paizo have learned is that too many features that cause cognitive overload at lower levels is an issue. If you can create new options without cognitive overload at low levels, then slide cognitive overload features to higher levels, you expand the game play range that most people use. I feel this is the path that PF is taking but I have no actual proof yet.</p><p></p><p>On a different not, I think there are some interesting choices for rogue players with what they have chosen to show. You can go the mobility route moving around without provoking. You can go the sticky route and move with enemies that try to move away from you. You can make it easier to get off your sneak attack with some of the new feats (no longer needing flank, etc). And all of this is before you take Ancestry and Skill feats into the equation. I think there are plenty of options and things to do.</p><p></p><p>Edit: Also, don't forget the rogue has 3 actions a round as well like the fighter. This could mean multiple attacks, or setting up a sneak attack and attempting that twice (at least I don't think SA is limited to once a round...). At any rate. The 3 action system I think heavily impacts the rogue at lower levels.</p></blockquote><p></p>
[QUOTE="Markn, post: 7739577, member: 21827"] I think a few things are happening here. First, Paizo got ripped for going pretty far with the fighter. I think they consciously showed components of the Rogue that are familiar to appease the players that were freaking out about the fighter. Second, one method of making higher level play work is to expand the feel of low level to higher level. This means powers that were traditionally given out earlier in PF1 now show up later. Assuming all classes do this, then the rogue won't suffer. I think some of the learnings that both WotC and Paizo have learned is that too many features that cause cognitive overload at lower levels is an issue. If you can create new options without cognitive overload at low levels, then slide cognitive overload features to higher levels, you expand the game play range that most people use. I feel this is the path that PF is taking but I have no actual proof yet. On a different not, I think there are some interesting choices for rogue players with what they have chosen to show. You can go the mobility route moving around without provoking. You can go the sticky route and move with enemies that try to move away from you. You can make it easier to get off your sneak attack with some of the new feats (no longer needing flank, etc). And all of this is before you take Ancestry and Skill feats into the equation. I think there are plenty of options and things to do. Edit: Also, don't forget the rogue has 3 actions a round as well like the fighter. This could mean multiple attacks, or setting up a sneak attack and attempting that twice (at least I don't think SA is limited to once a round...). At any rate. The 3 action system I think heavily impacts the rogue at lower levels. [/QUOTE]
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Paizo's Stephen Radney-MacFarland Previews The Rogue Class For Pathfinder 2nd Edition!
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