Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Rogue Expertise, another alternative
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="BobTheNob" data-source="post: 6046681" data-attributes="member: 82425"><p>Rogue expertise. Wow, what a storm that is causing.</p><p></p><p>Im in the "I dont like rogues as fighter light" camp. Just dislike the two classes overlapping. However, I am also in the "rogues should be able to do *something* in a fight" camp. I just dont want it to be the same thing as a fighter.</p><p></p><p>I want something far more interesting that that. I want the rogue to improvise, and I want there to be a framework for supporting this. I will borrow from FATE which had FATE points, but will rename to "improvisation" points, or even improvisation dice. The aspect I am taking from FATE (for those that know FATE, thats a pun!) is using point to inject narrative, that you can "add" things into what is going on around you rather than them having to be pre-defined by adventure design.</p><p></p><p>For instance, a fight in the main hall of a castle.</p><p></p><p>Player (of the rogue) : "Hey, that chandalier above the guards"</p><p>DM : "There is no chandalier"</p><p>Player : (Wink) "Oh, I think there is"</p><p>DM : "You know, I think you are right, there is a chandalier...spend an improvisation point"</p><p>Player : "And Im standing near the rope to cut it loose?"</p><p>DM : "Yep"</p><p>Player : "Cut the rope"</p><p></p><p>At this point, the DM has a series of guidelines to define expected damage, knockdown and pinning for those under the falling chandalier plus expected save targets. Just to push the example further</p><p></p><p>Player : "Can I hold onto the rope and have it catapult me to the 2nd floor balcony?"</p><p>DM : "Ok your pushing your luck with what this chandalier can do for you now"</p><p>Player : "Even if I pay another improvisation point?"</p><p>DM : "In that case, No problem, but I will require an acrobatics roll to have you pull it off"</p><p>Player : "Done"</p><p></p><p>The end result of this interaction is the player cuts a rope on a chandalier which drops onto 3 guards, one of which jumped clear. The player then held the rope as it pulled him upwards with such force that he flew up to the second floor balcony.</p><p></p><p>This is what I sorta want to see with a rogue. No, he doesnt directly confront enemies in combat. He is just not as toe-to-toe as a fighter is. Rather, he looks around and finds ways to turn the encounter to his advantage. He improvises. To me, it gives the rogue his own schtick, leaves the fighter his schtick, and brings a whole new type of character into the game for those of players who enjoy that sort of thing.</p><p></p><p>(This is spitballing, so if you dont like the idea, you can disagree without vowing a death curse on me and my family for having suggested)</p></blockquote><p></p>
[QUOTE="BobTheNob, post: 6046681, member: 82425"] Rogue expertise. Wow, what a storm that is causing. Im in the "I dont like rogues as fighter light" camp. Just dislike the two classes overlapping. However, I am also in the "rogues should be able to do *something* in a fight" camp. I just dont want it to be the same thing as a fighter. I want something far more interesting that that. I want the rogue to improvise, and I want there to be a framework for supporting this. I will borrow from FATE which had FATE points, but will rename to "improvisation" points, or even improvisation dice. The aspect I am taking from FATE (for those that know FATE, thats a pun!) is using point to inject narrative, that you can "add" things into what is going on around you rather than them having to be pre-defined by adventure design. For instance, a fight in the main hall of a castle. Player (of the rogue) : "Hey, that chandalier above the guards" DM : "There is no chandalier" Player : (Wink) "Oh, I think there is" DM : "You know, I think you are right, there is a chandalier...spend an improvisation point" Player : "And Im standing near the rope to cut it loose?" DM : "Yep" Player : "Cut the rope" At this point, the DM has a series of guidelines to define expected damage, knockdown and pinning for those under the falling chandalier plus expected save targets. Just to push the example further Player : "Can I hold onto the rope and have it catapult me to the 2nd floor balcony?" DM : "Ok your pushing your luck with what this chandalier can do for you now" Player : "Even if I pay another improvisation point?" DM : "In that case, No problem, but I will require an acrobatics roll to have you pull it off" Player : "Done" The end result of this interaction is the player cuts a rope on a chandalier which drops onto 3 guards, one of which jumped clear. The player then held the rope as it pulled him upwards with such force that he flew up to the second floor balcony. This is what I sorta want to see with a rogue. No, he doesnt directly confront enemies in combat. He is just not as toe-to-toe as a fighter is. Rather, he looks around and finds ways to turn the encounter to his advantage. He improvises. To me, it gives the rogue his own schtick, leaves the fighter his schtick, and brings a whole new type of character into the game for those of players who enjoy that sort of thing. (This is spitballing, so if you dont like the idea, you can disagree without vowing a death curse on me and my family for having suggested) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Rogue Expertise, another alternative
Top