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<blockquote data-quote="Thurmas" data-source="post: 7233301" data-attributes="member: 6866167"><p>I'm not disputing your numbers, but I think in your examples you're looking at the big picture a bit wrong. First, I don't think the Rogue being unable to keep up with the fighter in raw damage is a problem. That's pretty much what the fighter does. The only thing the fighter does. He's a one trick pony. The Rogue on the other hand is a tool box with options and capabilities that extend far past combat. There is nothing wrong with letting the fighter be better here.</p><p></p><p>Second, I think you are discounting the effectiveness of advantage and at least in my experience, it is far easier and more common to gain advantage as a melee character than it is as a ranged. Just about every game I can think of in recent memory for us has had at least two melee characters and setting up flanking is not that difficult. There are also numerous effects that knock targets prone, giving advantage to melee and disadvantage to ranged. I'm sure there are more. I'm not sure if you were looking at advantage in your numbers, but it is often required for sneak attack.</p><p></p><p>I understand your reasoning behind this and agree with you that ranged should not be outshining melee in combat. I just don't think you are going about it the right way. I'm still not a fan of a -5/+10 mechanic in general (+Prof to damage would be better imo), but you seem inclined to keep it there regardless so I'm playing along.</p></blockquote><p></p>
[QUOTE="Thurmas, post: 7233301, member: 6866167"] I'm not disputing your numbers, but I think in your examples you're looking at the big picture a bit wrong. First, I don't think the Rogue being unable to keep up with the fighter in raw damage is a problem. That's pretty much what the fighter does. The only thing the fighter does. He's a one trick pony. The Rogue on the other hand is a tool box with options and capabilities that extend far past combat. There is nothing wrong with letting the fighter be better here. Second, I think you are discounting the effectiveness of advantage and at least in my experience, it is far easier and more common to gain advantage as a melee character than it is as a ranged. Just about every game I can think of in recent memory for us has had at least two melee characters and setting up flanking is not that difficult. There are also numerous effects that knock targets prone, giving advantage to melee and disadvantage to ranged. I'm sure there are more. I'm not sure if you were looking at advantage in your numbers, but it is often required for sneak attack. I understand your reasoning behind this and agree with you that ranged should not be outshining melee in combat. I just don't think you are going about it the right way. I'm still not a fan of a -5/+10 mechanic in general (+Prof to damage would be better imo), but you seem inclined to keep it there regardless so I'm playing along. [/QUOTE]
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