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*Pathfinder & Starfinder
Rogue Design goals . L&L May 7th
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<blockquote data-quote="Chris_Nightwing" data-source="post: 5903003" data-attributes="member: 882"><p>I much prefer the idea of the Rogue being for the most part defensive, or annoying in combat, occasionally dealing exceptional damage because they've waited for the right moment. This is one of the problems of tying combat advantage to sneak attack - hundreds of effects might provide combat advantage, so parties optimise to produce such an effect every round, or arrange flanking every round. It would be nice if the Rogue could do other, non-combat, things with their off turns that proved useful.</p><p></p><p>I think that for skills, they might also be rerolling dice, or be able to use a Take 10 mechanic better than other characters so that they are good with skills. It would certainly be much easier for tasks such as finding traps if there was no dice roll, and therefore no metagaming - you find traps hidden with a DC of X or less, if you find none then you have to guess whether there's a very hidden trap (as in reality). Perhaps they can approach such situations cautiously to provide a bonus (Take 12? Take 15?) at the expense of time.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5903003, member: 882"] I much prefer the idea of the Rogue being for the most part defensive, or annoying in combat, occasionally dealing exceptional damage because they've waited for the right moment. This is one of the problems of tying combat advantage to sneak attack - hundreds of effects might provide combat advantage, so parties optimise to produce such an effect every round, or arrange flanking every round. It would be nice if the Rogue could do other, non-combat, things with their off turns that proved useful. I think that for skills, they might also be rerolling dice, or be able to use a Take 10 mechanic better than other characters so that they are good with skills. It would certainly be much easier for tasks such as finding traps if there was no dice roll, and therefore no metagaming - you find traps hidden with a DC of X or less, if you find none then you have to guess whether there's a very hidden trap (as in reality). Perhaps they can approach such situations cautiously to provide a bonus (Take 12? Take 15?) at the expense of time. [/QUOTE]
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Rogue Design goals . L&L May 7th
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