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Quentisential Rogue????? Anyone?
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<blockquote data-quote="mearls" data-source="post: 105271" data-attributes="member: 697"><p>Tips for playing rogues: kind of. I included some rules and uses for tricky stuff, like using marbles to trip up monsters, tossing handfuls of flour on invisible creatures to reveal them, things like that.</p><p></p><p>New feast: check.</p><p></p><p>Tools and weapons: check.</p><p></p><p>Prestige Classes: check.</p><p></p><p>Character Concepts: These are a little like kits, but I reworked them to essentially work as new character classes, each a variation on the base rogue class.</p><p></p><p>New uses for skills: Oh baby, CHECK. I came up with new uses for everything but Animal Empathy, Open Lock, Scry, and Use Magic Device. I did manage to create a few new feats that utilize Use Magic Device in a manner similar to how Track uses Wilderness Lore. The worst part was the very next week I had to do a bunch more new uses for skills on an AEG project. I think my brain melted and dripped out my ears. You can only do so many feats/skills/prestige classes in one week. You know, there are sometimes I feel if you guys all got together and protested the inclusion of feats and prestige classes in d20 books, I wouldn't exactly be depressed about it. =)</p><p></p><p>Let me think, what else did I do? (This is always a little embarrassing; I jump from product to product rather quickly; such is the life of a freelancer. I actually found a book on Amazon that I completely forget I wrote. Yup, I'm getting old.)</p><p></p><p>Trap Creation: Rules for building kitbashed traps. Think of the stuff Conan and Subotai build at the end of Conan the Barbarian. (Hidden advantage of full-time game design: you get to spend some days watching cool movies for inspiration.)</p><p></p><p>Poison Creation: A system for using the Alchemy skill to design and produce custom-made venoms.</p><p></p><p>Guilds: A complete system for starting and managing your own criminal cartel.</p><p></p><p>Reputation: Basically, a new stat you can use in place of Charisma when making skill checks if your Rep is high enough. Also includes rules for using an alias.</p><p></p><p>Hide Outs: Rules for building a bolthole and keeping it a secret.</p><p></p><p>I think that's it. I love playing rogues (second only to wizards) so this one was a blast to write.</p></blockquote><p></p>
[QUOTE="mearls, post: 105271, member: 697"] Tips for playing rogues: kind of. I included some rules and uses for tricky stuff, like using marbles to trip up monsters, tossing handfuls of flour on invisible creatures to reveal them, things like that. New feast: check. Tools and weapons: check. Prestige Classes: check. Character Concepts: These are a little like kits, but I reworked them to essentially work as new character classes, each a variation on the base rogue class. New uses for skills: Oh baby, CHECK. I came up with new uses for everything but Animal Empathy, Open Lock, Scry, and Use Magic Device. I did manage to create a few new feats that utilize Use Magic Device in a manner similar to how Track uses Wilderness Lore. The worst part was the very next week I had to do a bunch more new uses for skills on an AEG project. I think my brain melted and dripped out my ears. You can only do so many feats/skills/prestige classes in one week. You know, there are sometimes I feel if you guys all got together and protested the inclusion of feats and prestige classes in d20 books, I wouldn't exactly be depressed about it. =) Let me think, what else did I do? (This is always a little embarrassing; I jump from product to product rather quickly; such is the life of a freelancer. I actually found a book on Amazon that I completely forget I wrote. Yup, I'm getting old.) Trap Creation: Rules for building kitbashed traps. Think of the stuff Conan and Subotai build at the end of Conan the Barbarian. (Hidden advantage of full-time game design: you get to spend some days watching cool movies for inspiration.) Poison Creation: A system for using the Alchemy skill to design and produce custom-made venoms. Guilds: A complete system for starting and managing your own criminal cartel. Reputation: Basically, a new stat you can use in place of Charisma when making skill checks if your Rep is high enough. Also includes rules for using an alias. Hide Outs: Rules for building a bolthole and keeping it a secret. I think that's it. I love playing rogues (second only to wizards) so this one was a blast to write. [/QUOTE]
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