D&D (2024) Playtest 6: Rogue and Cunning Strike

tetrasodium

Legend
Supporter
Epic
Any "frustration" is caused purely when people miss the obvious point that being an at-will isn't a particularly major upgrade to the potency of a utility feature. Since you're arguing about arrows and such, you're engaging in that particular fallacy.
There are multiple pieces. The defense of this ability has rested on a lot of well if you ignore part of it and create a scenario where only one piece applies before switching to frustration that some the other pieces apply then.


5TH LEVEL: CUNNING STRIKE
You have developed cunning ways to use your
Sneak Attack. When you deal Sneak Attack
damage
, you can add one of the following
Cunning Strike effects. Each effect has a die cost,
which is the number of Sneak Attack damage
dice you must forego to add the effect. You
remove the die before rolling, and the effect
occurs immediately after the attack’s damage is
dealt. For example, if you add the Poison effect,
remove 1d6 from the Sneak Attack’s damage
before rolling.
If a Cunning Strike effect requires a saving
throw, the DC equals 8 + your Proficiency Bonus
+ your Dexterity modifier.
Disarm (Cost: 1d6). The target must succeed
on a Dexterity saving throw, or it drops one item
of your choice that it’s holding.

Poison (Cost: 1d6). You add a toxin to your
strike, forcing the target to make a Constitution
saving throw. On a failed save, the target has the
Poisoned condition for 1 minute. At the end of
each of its turns, the Poisoned target can repeat
the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner’s
Kit on your person.
Trip (Cost: 1d6). If the target is Large or
smaller, it must succeed on a Dexterity saving
throw or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the
attack, you move up to half your Speed without
provoking Opportunity Attacks.
Sneak attack of course triggers with any ranged attack that is made with advantage, which the level 3 base class feature "steady aim" grants if the rogue doesn't move.
FLY SPEED
A Fly Speed can be used to travel through the air.
While you have a Fly Speed, you can stay aloft
until you land, fall, or die.
While flying, you fall if you lack the Hover trait
and have the Incapacitated or Prone condition or
your Fly Speed is reduced to 0.
So yea it's a great ability if wotc wants to print words like "rogues should expect flying monsters and intelligent martial creatures like trolls/ogres/etc and casters opponents to exclusively splatter them for good reason instead of being frustrated with the GM for singling them out".

edit: CATLIKE TYPING DETECTED
 

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There are multiple pieces. The defense of this ability has rested on a lot of well if you ignore part of it and create a scenario where only one piece applies before switching to frustration that some the other pieces apply then.


5TH LEVEL: CUNNING STRIKE
You have developed cunning ways to use your
Sneak Attack. When you deal Sneak Attack
damage
, you can add one of the following
Cunning Strike effects. Each effect has a die cost,
which is the number of Sneak Attack damage
dice you must forego to add the effect. You
remove the die before rolling, and the effect
occurs immediately after the attack’s damage is
dealt. For example, if you add the Poison effect,
remove 1d6 from the Sneak Attack’s damage
before rolling.
If a Cunning Strike effect requires a saving
throw, the DC equals 8 + your Proficiency Bonus
+ your Dexterity modifier.
Disarm (Cost: 1d6). The target must succeed
on a Dexterity saving throw, or it drops one item
of your choice that it’s holding.

Poison (Cost: 1d6). You add a toxin to your
strike, forcing the target to make a Constitution
saving throw. On a failed save, the target has the
Poisoned condition for 1 minute. At the end of
each of its turns, the Poisoned target can repeat
the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner’s
Kit on your person.
Trip (Cost: 1d6). If the target is Large or
smaller, it must succeed on a Dexterity saving
throw or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the
attack, you move up to half your Speed without
provoking Opportunity Attacks.
Sneak attack of course triggers with any ranged attack that is made with advantage, which the level 3 base class feature "steady aim" grants if the rogue doesn't move.
FLY SPEED
A Fly Speed can be used to travel through the air.
While you have a Fly Speed, you can stay aloft
until you land, fall, or die.
While flying, you fall if you lack the Hover trait
and have the Incapacitated or Prone condition or
your Fly Speed is reduced to 0.
So yea it's a great ability if wotc wants to print words like "rogues should expect flying monsters and intelligent martial creatures like trolls/ogres/etc and casters opponents to exclusively splatter them for good reason instead of being frustrated with the GM for singling them out".

edit: CATLIKE TYPING DETECTED
So a Cantrip that can knock a flying creature prone. Warlock Eldrich Blast with the Invocation for it.

It's not overpowered. No more than a caster using command, or Hidous laughter.
 


Stalker0

Legend
So now that the "oh wow" factor has worn off, digging in on this ability:

1) The ability to disarm I think is fine, I mean realistically with the use an object action a regular disarm doesn't actually mean all that much. To me this is for that scenario where someone is running past and you get in a disarm to drop their weapon so they either have to stop and pick it up or keep going. But just disarming a target doesn't actually do taht much.

2) Poisoned is going to be pretty darn good on boss type monsters, is just ok otherwise.

3) Prone is probably too good for the flying creatures

4) Withdraw looks solid.
 

So now that the "oh wow" factor has worn off, digging in on this ability:

1) The ability to disarm I think is fine, I mean realistically with the use an object action a regular disarm doesn't actually mean all that much. To me this is for that scenario where someone is running past and you get in a disarm to drop their weapon so they either have to stop and pick it up or keep going. But just disarming a target doesn't actually do taht much.

2) Poisoned is going to be pretty darn good on boss type monsters, is just ok otherwise.

3) Prone is probably too good for the flying creatures

4) Withdraw looks solid.
Prone is fine.
 




Mistwell

Crusty Old Meatwad (he/him)
What at will cantrips can do that? How many arrows can an average rogue carry and trivially recover after most fights compared to the leveled spell slots used to limit the spells you are referring to but not naming?
Answered in the part of the post you cut rather than quote. Starts with "The big difference is of course a spell is a limited resource..."
 


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