They stole my my help as a bonus action idea...
Don't magnify the problem ("two or more"). There is nothing wrong with a build needing to balance between two major stats, and the more interesting builds, in my opinion, allow for choice in that.Well then you run into the problem of being dependent on numerous attributes for your abilities to be effective, so now instead of the Dex attribute being primary and the rest being a matter of concept... I have two or more attributes I have to account for in keeping up to be effective.
You are correct that nothing in the Mastermind requires a high Intelligence. That's part of my point. It's a bad label.Eh, when I look at the mastermind abilities they aren't about being agile and having great reflexes but they also don't key off a secondary attribute which to me seems the best of both worlds.... My rogue can be intelligent based if I want him to be, I just raise or start Int high... but I don't have to in order to play the mastermind rogue (which again seems less about book smarts and more about being clever/cunning) and be effective in combat.
Though I do have to ask... what rogue archetypes are you trying to play where Dex/stealth/nimbleness/etc. isn't a part of the concept?
The point was about heterogeneity.First the wizard schools don't in any way change the primary casting attribute so I think you're making some strange comparisons here...
You've missed the point. I can build viable clerics with a higher dexterity than wisdom (e.g. archer/crossbow-cleric) that don't have anything to do with the Trickster domain.I'm also trying to understand how the cleric is an example of this as well... As an example the trickster Cleric doesn't gain any advantage from being Dex primary and probably suffers if he makes that choice... same for the War domain and Strength. The abilities in these domains are similar to mastermind in that they are pretty independent of the cleric's actual stats in the secondary ability.
I'm not disputing that the arcane trickster can be an Intelligence build; again, see upthread.Finally if you do consider the Trickster domain cleric a Dex build or the War domain cleric a strength build then the Arcane Trickster should easily be considered an Int build since he gets more advantage from a high Int than the cleric in those domains gets from Strength or Dex being primary.
I'm a little confused here so I'll ask again... exactly what Rogue archetype are you trying to recreate where Dex should be lower than a 14? And at that point are you probably looking for a different class in the same way you had to take ranger as opposed to fighter in 4e to be a decent archer?
I care about a particular aesthetic, and the cost of the drawback is minor compared to the expense of the aesthetic. I don't know that there is any way to quantify its importance to me to you.
I rather have a tradeoff between choosing to invest in Int/Wis/Cha over choosing to invest in Dex. That means trading away some basic combat competences for some other worthwhile features. There will always be plenty of combat monsters playing D&D, Mastermind looks like a good start at bringing something else to the table. I just wish they had went a little bit further.
Don't get me wrong, I like what they did with the mastermind. Just seeing it opens up a lot more possibilities.
I feel we're not really communicating effectively here. I do understand your perspective, but I don't agree it makes for more interesting characters. I even put a disclaimer at the end of my last post.
Don't magnify the problem ("two or more"). There is nothing wrong with a build needing to balance between two major stats, and the more interesting builds, in my opinion, allow for choice in that.
And, for me, the more interesting classes require striking this balance: Barbarian, Bard, Cleric, Fighter, Monk, Paladin, Ranger, and to some extent Wizard. The Arcane Trickster does fit here, but at the expense of one of the few non-magical classes in the game.
I recognize that for many players diversity of builds is of less interest than it is for me.
You are correct that nothing in the Mastermind requires a high Intelligence. That's part of my point. It's a bad label.
II listed a variety upthread: thug, criminal mastermind, con artist, non-magical non-fighter.
I The point was about heterogeneity.
You've missed the point. I can build viable clerics with a higher dexterity than wisdom (e.g. archer/crossbow-cleric) that don't have anything to do with the Trickster domain.
IThere is no need to suggest I'm not answering you. Let's be positive, please.
INon-magical skill monkey/knowledge monkey is another possibility that naturally fits rogue but doesn't need Dex as primary. If you were around for the play test, you'll know that there were rogue builds that combined Dex and Cha, and one that was just Str. They backed away from that, for what I see as a simpler to play and less differentiated final product.
II'm very happy that the Dex rogue is there; I just wish there were more variety in the possible outcomes. I accept that you disagree!I hope this is clearer for you.
Is it? I'm not so sure that's an accurate statement...
You still have the choice of that trade off in the game... it just doesn't affect the core competencies of your abilities. The problem with the method you suggest is how does the DM challenge your Int rogue whose traded out his combat competencies for other features without boring those who have much greater combat competencies and vice versa? Again I'm not seeing why it matters if you are getting abilities that align with the archetype you want to play and you can still choose to go higher in the attributes that fit your concept.... aren't those the ascetics right there?
Oh, I didn't assume you did or didn't like it... I am moreso curious about what is gained in tying the abilities to a trade off in combat competencies as opposed to giving you abilities that work for the most part irregardless of a trade off... especially in a game whose default is as combat heavy as D&D.
Your response indicates that the statement actually is accurate.
No it doesn't because I'm still having a hard time understanding what the aesthetic is that you value... again the Mastermind grants abilities that have nothing to do with being nimble or dexterous without sacrificing combat ability... what is missing from this that doesn't meet the criteria of your desires for aesthetics?
EDIT: In other words what is the gain in your method that is not gained in the other method without MAD?
If what I have already said doesn't clarify it. Nothing I say in the future will make any difference.
*shrug*... Uhm. Ok.
I'll try this one more time, but I feel like we will just keep going around in circles.
- The mastermind features are described as being about intelligence and charisma which is good.
- I prefer to having a good intelligence or charisma ability scores contribute to features describe as being based off those stats. (That is what is missing.)
- I would have liked the sub-class to have gutted rogue more and add more mastermind features.
- Wanting mental scores to contribute to mental features might lead to the sub-class being MAD, however, that is an ancillary concern to me. I really don't care if the issue exists or how it ultimately gets dealt with.