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Rogue Expertise, another alternative
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<blockquote data-quote="Li Shenron" data-source="post: 6047021" data-attributes="member: 1465"><p>I am totally with [MENTION=82425]BobTheNob[/MENTION] 's starting point that the answer to this question should be "The Rogue is best at <em>improvising</em>".</p><p></p><p>But as others, I also feel uncomfortable with the action points solution, because it forces the game to be very narrative and allows the players to shape the environment (not every DM like that, not every campaign should be forced to be like that).</p><p></p><p>I don't have a solution, but I have the feeling that it should be based around ability checks (and related to trained skills) and some <em>unique</em> way of the Rogue in using them.</p><p></p><p>Some ED mechanic may still be usable here, but should not really allow damage or AC bonuses or anything <em>directly</em> related to combat actions. Rather, it should be entirely concerned with <em>using non-combat actions in combat</em> (and not strictly in combat anyway). The chandelier is a good example of a non-combat action used in combat: it's not an attack, and it's not even a check which has the enemy as a target, the target is the <em>rope</em>, but the ultimate effect is the enemy.</p><p></p><p>So if they could find a way to give the Rogue an edge on these type of things, but without requiring action points or other meta/narrative devices, then for me it would be totally awesome! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6047021, member: 1465"] I am totally with [MENTION=82425]BobTheNob[/MENTION] 's starting point that the answer to this question should be "The Rogue is best at [I]improvising[/I]". But as others, I also feel uncomfortable with the action points solution, because it forces the game to be very narrative and allows the players to shape the environment (not every DM like that, not every campaign should be forced to be like that). I don't have a solution, but I have the feeling that it should be based around ability checks (and related to trained skills) and some [I]unique[/I] way of the Rogue in using them. Some ED mechanic may still be usable here, but should not really allow damage or AC bonuses or anything [I]directly[/I] related to combat actions. Rather, it should be entirely concerned with [I]using non-combat actions in combat[/I] (and not strictly in combat anyway). The chandelier is a good example of a non-combat action used in combat: it's not an attack, and it's not even a check which has the enemy as a target, the target is the [I]rope[/I], but the ultimate effect is the enemy. So if they could find a way to give the Rogue an edge on these type of things, but without requiring action points or other meta/narrative devices, then for me it would be totally awesome! :cool: [/QUOTE]
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