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*Dungeons & Dragons
Replacing Use Magic Device
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<blockquote data-quote="Faradon" data-source="post: 6400317" data-attributes="member: 37759"><p>I'd say it was still just a little weak overall compared to the other 13th lvl abilities. This feels very situational whereas the use magic device can really be a defining staple of the character running around using wands, turning evil magic items back against their owners, activating the portal to help the party escape, emergency scrolls (as previously mentioned in another response) etc. Also, I think most good rogues will carry a set of tools and likely a backup... plus if anyone in the party has a criminal background they will likely obtain a set in case the primary lock picker/trap disable person is incapacitated or separated from the party. If they do have another skill requiring tools it doesn't seem likely very often that they would need them and not have any access to obtain them (though I could easily be wrong.) </p><p></p><p>Similarly, the Arcane Trickster ability means pretty much always being able to generate advantage / sneak attack vs important targets... also very powerful. The assassin one is a little weaker overall, but I think that is because the lower and higher abilities for the subclass are so powerful.</p><p></p><p>Of course just saying that I think it is lacking wouldn't be very helpful by itself so I'll throw in an idea or two. Consider expanding what you currently have to include proficiency with improvised weapons, or grant a free proficiency with tinkers tools and the ability to jury-rig crafted items from substitute items available (go full MacGyver) but the item only lasts for a variable length of time (rounds/minutes/hours). Of course such crafted items could also have significantly disastrous or impressive effects when used/operated when a 1 or 20 is rolled respectively.</p><p></p><p>Other ways to expand the current theme you have going could be substituting / enhancing traps. Granted, the rules for traps are likely a DMG entry, but some rules in the interim could be used for players setting traps other than caltrops / hunting traps and the rogue ability could add to the DC of the save vs the trap or to the damage (but likely not both). It doesn't even need to be totally realistic (like MacGyver) as you already have the 'fast hands' rogues picking locks and disarming traps as a bonus action within a 6-second initiative pass. Whatever you decide, make it fun and useful as the use magic device option you are removing is definitely one that can currently be both those things.</p><p></p><p>Edit: this is assuming that your initial idea of the power still requires proficiency with the tools you are substituting... if you are saying that a rogue basically is automatically proficient with all tools for all skills and able to perform all such actions (with proficiency bonus) without the tools... then disregard and it is plenty powerful already.</p></blockquote><p></p>
[QUOTE="Faradon, post: 6400317, member: 37759"] I'd say it was still just a little weak overall compared to the other 13th lvl abilities. This feels very situational whereas the use magic device can really be a defining staple of the character running around using wands, turning evil magic items back against their owners, activating the portal to help the party escape, emergency scrolls (as previously mentioned in another response) etc. Also, I think most good rogues will carry a set of tools and likely a backup... plus if anyone in the party has a criminal background they will likely obtain a set in case the primary lock picker/trap disable person is incapacitated or separated from the party. If they do have another skill requiring tools it doesn't seem likely very often that they would need them and not have any access to obtain them (though I could easily be wrong.) Similarly, the Arcane Trickster ability means pretty much always being able to generate advantage / sneak attack vs important targets... also very powerful. The assassin one is a little weaker overall, but I think that is because the lower and higher abilities for the subclass are so powerful. Of course just saying that I think it is lacking wouldn't be very helpful by itself so I'll throw in an idea or two. Consider expanding what you currently have to include proficiency with improvised weapons, or grant a free proficiency with tinkers tools and the ability to jury-rig crafted items from substitute items available (go full MacGyver) but the item only lasts for a variable length of time (rounds/minutes/hours). Of course such crafted items could also have significantly disastrous or impressive effects when used/operated when a 1 or 20 is rolled respectively. Other ways to expand the current theme you have going could be substituting / enhancing traps. Granted, the rules for traps are likely a DMG entry, but some rules in the interim could be used for players setting traps other than caltrops / hunting traps and the rogue ability could add to the DC of the save vs the trap or to the damage (but likely not both). It doesn't even need to be totally realistic (like MacGyver) as you already have the 'fast hands' rogues picking locks and disarming traps as a bonus action within a 6-second initiative pass. Whatever you decide, make it fun and useful as the use magic device option you are removing is definitely one that can currently be both those things. Edit: this is assuming that your initial idea of the power still requires proficiency with the tools you are substituting... if you are saying that a rogue basically is automatically proficient with all tools for all skills and able to perform all such actions (with proficiency bonus) without the tools... then disregard and it is plenty powerful already. [/QUOTE]
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