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General Tabletop Discussion
*Pathfinder & Starfinder
Rogue Design and Trapfinding: What do you think of these design choices?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5408701" data-attributes="member: 35909"><p>Wood Elf archer Ranger: Better at stealth (and traded Elven Magic for the APG variant to move faster w/o penalty). That particular game had elves more like native Americans, thus used wood elf instead of standard elf. Later on if my rogue was still around, Druid would've been better in many instances just by the utility of turning into innocuous looking animals and hiding in plain sight.</p><p></p><p>Disable Device: I was best at it, but I sure wasn't the best at Perception to find 'em. That was the Druid and Ranger. Other classes also would've been better at trap spotting. The zen archer monk I replaced the rogue with was. (Which reminds me, she was also better at stealth than my former rogue, too).</p><p></p><p>Acrobatics: I was the best at it, but never once used it to tumble, because even w/ decent dex and max ranks, it had at least a 50% failure rate most of the time...no thank you. Only time I needed to move through threatened squares the 3 sessions I played, I used Total Defense action and didn't even bother trying tumble. Notably, although Fighter was worse at it, he eventually got to do it in full plate, which is something...</p><p></p><p>Sleight of Hand: *Shrug* I've never seen this skill as too useful, I guess YMMV. Stealing from players is a no-no, stealing from NPCs will get you smote by DM wrath sooner rather than later, and nonstealing applications are sparse.</p><p></p><p>Escape Artist: YMCannotPossiblyVary, this skill sucks. It takes a standard action instead of an attack action to break out of grapples with, and you can't even use it to avoid being grappled in the first place. Your efforts are much better spent on improving your CMD, and it's not like medium BAB is that far off from full BAB, so it's questionable how vital the skill even is. 1 rank for the +3 and to be able to take 20 and get out of bindings is plenty.</p><p></p><p>I wasn't doing anything wrong. We did have a big party, but still. Any skill of mine, someone could do it better, in some cases 2 or 3 could do it better.</p><p></p><p>As for relative/abolute weakness in 3E...at least in 3E at lower levels I could do nightmarish things with acid flasks at low levels and buy a ring of blinking for 24/7 sneak attack at higher levels; and when faced with the obscene amount of creatures immune to SA, fall back on magic items and my exclusive (along with the Bard) Use Magic Device skill. Out of core, other classes could easily shank that UMD exclusivity away, sure. But out of core, I also gain a million and 1 ways to bypass sneak attack immunities or generate sneak attacks in fun and exciting new ways. So meh.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5408701, member: 35909"] Wood Elf archer Ranger: Better at stealth (and traded Elven Magic for the APG variant to move faster w/o penalty). That particular game had elves more like native Americans, thus used wood elf instead of standard elf. Later on if my rogue was still around, Druid would've been better in many instances just by the utility of turning into innocuous looking animals and hiding in plain sight. Disable Device: I was best at it, but I sure wasn't the best at Perception to find 'em. That was the Druid and Ranger. Other classes also would've been better at trap spotting. The zen archer monk I replaced the rogue with was. (Which reminds me, she was also better at stealth than my former rogue, too). Acrobatics: I was the best at it, but never once used it to tumble, because even w/ decent dex and max ranks, it had at least a 50% failure rate most of the time...no thank you. Only time I needed to move through threatened squares the 3 sessions I played, I used Total Defense action and didn't even bother trying tumble. Notably, although Fighter was worse at it, he eventually got to do it in full plate, which is something... Sleight of Hand: *Shrug* I've never seen this skill as too useful, I guess YMMV. Stealing from players is a no-no, stealing from NPCs will get you smote by DM wrath sooner rather than later, and nonstealing applications are sparse. Escape Artist: YMCannotPossiblyVary, this skill sucks. It takes a standard action instead of an attack action to break out of grapples with, and you can't even use it to avoid being grappled in the first place. Your efforts are much better spent on improving your CMD, and it's not like medium BAB is that far off from full BAB, so it's questionable how vital the skill even is. 1 rank for the +3 and to be able to take 20 and get out of bindings is plenty. I wasn't doing anything wrong. We did have a big party, but still. Any skill of mine, someone could do it better, in some cases 2 or 3 could do it better. As for relative/abolute weakness in 3E...at least in 3E at lower levels I could do nightmarish things with acid flasks at low levels and buy a ring of blinking for 24/7 sneak attack at higher levels; and when faced with the obscene amount of creatures immune to SA, fall back on magic items and my exclusive (along with the Bard) Use Magic Device skill. Out of core, other classes could easily shank that UMD exclusivity away, sure. But out of core, I also gain a million and 1 ways to bypass sneak attack immunities or generate sneak attacks in fun and exciting new ways. So meh. [/QUOTE]
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