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Playtest 6: Rogue and Cunning Strike
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<blockquote data-quote="Kobold Stew" data-source="post: 9056653" data-attributes="member: 23484"><p>There's a lot of changes to the Rogue, and it feels good.</p><p></p><ul> <li data-xf-list-type="ul">Weapon mastery at level 1.</li> <li data-xf-list-type="ul">Steady Aim added at 3 (from Tasha's -- nice to have it mainstreamed this way.)</li> <li data-xf-list-type="ul">Reliable Talent at level 7 is huge -- So pleased for this. Combine that with Barbarian 2's Primal Knowledge, though, and whew! A Strength Rogue becomes amazing.</li> <li data-xf-list-type="ul">Arcane Trickster will still be hurting for spells, but with no school restrictions, builds can be more interesting. THis also telegraphys what they'll do with Eldritch Knight, which is also good.</li> <li data-xf-list-type="ul">For Thief, the clarification for using Dex to Jump is needed.</li> </ul><p></p><p>The Biggest change is the addition at level 5 of Cunning Strike, where you can "spend" sneak attack dice to get bonus effects. It's a fun choice that will be interesting each time.</p><p>Level 5 options:</p><ul> <li data-xf-list-type="ul">Disarm. Good, but we need explicit permission to pick up the same object in that turn (with a reaction or for free) or else it's worthless.</li> <li data-xf-list-type="ul">Poison. I like this "basic" poison. You don't need proficiency with a poisoner's kit (fine), but surely "somewhere on your person" is too vague. What if it's in a backpack? A bag of holding? you have two light weapons in your hands? There has to be some coherent story that can emerge.</li> <li data-xf-list-type="ul">Trip and Withdraw are both solid tactical options.</li> </ul><p>Level 13-14 options:</p><ul> <li data-xf-list-type="ul">Daze (2 dice) and Knock Out (6 dice) are both excellent, fun options, both targeting Constitution saves. <s>Since you can only get one effect in any case, </s>I'm not sure why you would choose Daze over Knock Out, though -EDIT: even though you could double up effects.</li> <li data-xf-list-type="ul">Obscure (3 dice) to blind someone is reasonable.</li> <li data-xf-list-type="ul">Swashbuckler gets two options at level 13: Invigorate (give someone +1d6 to attack rolls for a turn) and Parrying Stance (+1d6 AC for a turn), but both of these come too late. Parrying Stance would be good when fighting gangs for charity.</li> </ul><p></p><p>Playing a Rogue is now more fun, and has more tactical options round-by-round. That's great.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 9056653, member: 23484"] There's a lot of changes to the Rogue, and it feels good. [LIST] [*]Weapon mastery at level 1. [*]Steady Aim added at 3 (from Tasha's -- nice to have it mainstreamed this way.) [*]Reliable Talent at level 7 is huge -- So pleased for this. Combine that with Barbarian 2's Primal Knowledge, though, and whew! A Strength Rogue becomes amazing. [*]Arcane Trickster will still be hurting for spells, but with no school restrictions, builds can be more interesting. THis also telegraphys what they'll do with Eldritch Knight, which is also good. [*]For Thief, the clarification for using Dex to Jump is needed. [/LIST] The Biggest change is the addition at level 5 of Cunning Strike, where you can "spend" sneak attack dice to get bonus effects. It's a fun choice that will be interesting each time. Level 5 options: [LIST] [*]Disarm. Good, but we need explicit permission to pick up the same object in that turn (with a reaction or for free) or else it's worthless. [*]Poison. I like this "basic" poison. You don't need proficiency with a poisoner's kit (fine), but surely "somewhere on your person" is too vague. What if it's in a backpack? A bag of holding? you have two light weapons in your hands? There has to be some coherent story that can emerge. [*]Trip and Withdraw are both solid tactical options. [/LIST] Level 13-14 options: [LIST] [*]Daze (2 dice) and Knock Out (6 dice) are both excellent, fun options, both targeting Constitution saves. [S]Since you can only get one effect in any case, [/S]I'm not sure why you would choose Daze over Knock Out, though -EDIT: even though you could double up effects. [*]Obscure (3 dice) to blind someone is reasonable. [*]Swashbuckler gets two options at level 13: Invigorate (give someone +1d6 to attack rolls for a turn) and Parrying Stance (+1d6 AC for a turn), but both of these come too late. Parrying Stance would be good when fighting gangs for charity. [/LIST] Playing a Rogue is now more fun, and has more tactical options round-by-round. That's great. [/QUOTE]
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