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General Tabletop Discussion
*Dungeons & Dragons
Rebalancing the Rogue
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<blockquote data-quote="Zipster" data-source="post: 6135385" data-attributes="member: 6687861"><p>I have to agree with Dethklok. I am by no means an "experienced" gamer, but one of the things I've always noticed in the games I've played are that things sure can take a beating. One of the GM's I play under is a power-gamer obsessed with the fighter-type, and he loves seeing his numbers go higher and higher (making things difficult for my Bard when every encounter is best done the Barbarian's way).</p><p></p><p>In my own games, I've often tried to rework things to try to add importance to every single hit that is done as I feel this more accurately reflects true combat, and to make Critical hits actually be... well, Critical. How an enemy can survive 5 Critical hits is beyond me, as I would have to assume that they weren't all that critical in the first place. So, maybe if you found a way to liven up your critical hits - you may have to make a special rule just for the Rogue; maybe Crits make the enemy more vulnerable, take a turn or action away, or deal significantly more damage. Taking the ability to Crit away from a rogue has always seemed devilish to me.</p><p></p><p>I was running an adventure the other day when a trash-mob Crit one of my players in the first round of combat, and effectively took him out of combat for the rest of the fight; while that player was out of the action, the severity of that one crit - and any crit that could happen - made the entire experience quite engaging for my players, even the one who was on the verge of bleeding out.</p></blockquote><p></p>
[QUOTE="Zipster, post: 6135385, member: 6687861"] I have to agree with Dethklok. I am by no means an "experienced" gamer, but one of the things I've always noticed in the games I've played are that things sure can take a beating. One of the GM's I play under is a power-gamer obsessed with the fighter-type, and he loves seeing his numbers go higher and higher (making things difficult for my Bard when every encounter is best done the Barbarian's way). In my own games, I've often tried to rework things to try to add importance to every single hit that is done as I feel this more accurately reflects true combat, and to make Critical hits actually be... well, Critical. How an enemy can survive 5 Critical hits is beyond me, as I would have to assume that they weren't all that critical in the first place. So, maybe if you found a way to liven up your critical hits - you may have to make a special rule just for the Rogue; maybe Crits make the enemy more vulnerable, take a turn or action away, or deal significantly more damage. Taking the ability to Crit away from a rogue has always seemed devilish to me. I was running an adventure the other day when a trash-mob Crit one of my players in the first round of combat, and effectively took him out of combat for the rest of the fight; while that player was out of the action, the severity of that one crit - and any crit that could happen - made the entire experience quite engaging for my players, even the one who was on the verge of bleeding out. [/QUOTE]
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Rebalancing the Rogue
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