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General Tabletop Discussion
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Playtest 6: Rogue and Cunning Strike
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<blockquote data-quote="Charlaquin" data-source="post: 9056764" data-attributes="member: 6779196"><p>Some other things of note:</p><p></p><p>• Assassins can apply an ongoing 2d6 poison damage with the poison cunning action starting at 13th level, and the damage ignores resistance to poison damage. Nice.</p><p></p><p>• Assassin’s extra damage features no longer rely on the target being surprised, so hooray, they’re not useless any more!</p><p></p><p>• Thieves get an option to spend a die to stay hidden after a sneak attack, as long as they end their turn in cover. I love this, but I think it should be available to all rogues at 5th instead of only thieves at 9th. Even if it would have to cost more SA dice to balance it at that level.</p><p></p><p>• Arcane Tricksters can Disarm and Trip with their mage hand starting at 13th level. That’s awesome, but comes kind of late.</p><p></p><p>• Spell Thief only lets you keep the stolen spell for 8 hours <img class="smilie smilie--emoji" loading="lazy" alt="🙁" title="Slightly frowning face :slight_frown:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" data-shortname=":slight_frown:" /></p><p></p><p>• 20th level feature lets you turn a failure on a d20 test into a <em>natural 20</em>, and recovers on a short rest! I mean, I know most games never go that high, but even just in theory that’s an awesome capstone!</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9056764, member: 6779196"] Some other things of note: • Assassins can apply an ongoing 2d6 poison damage with the poison cunning action starting at 13th level, and the damage ignores resistance to poison damage. Nice. • Assassin’s extra damage features no longer rely on the target being surprised, so hooray, they’re not useless any more! • Thieves get an option to spend a die to stay hidden after a sneak attack, as long as they end their turn in cover. I love this, but I think it should be available to all rogues at 5th instead of only thieves at 9th. Even if it would have to cost more SA dice to balance it at that level. • Arcane Tricksters can Disarm and Trip with their mage hand starting at 13th level. That’s awesome, but comes kind of late. • Spell Thief only lets you keep the stolen spell for 8 hours 🙁 • 20th level feature lets you turn a failure on a d20 test into a [I]natural 20[/I], and recovers on a short rest! I mean, I know most games never go that high, but even just in theory that’s an awesome capstone! [/QUOTE]
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Playtest 6: Rogue and Cunning Strike
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