They stole my my help as a bonus action idea...
I'm not certain but I thought Disguise kit was intelligence.Wait. But all of the Mastermind features that use stats are based off of Charisma and Intelligence, according to the PHB.
Disguise kit: Charisma.
Forgery: Intelligence.
Gaming: presumably Intelligence (Chess) or Charisma (Poker) although I guess you could pick Horseshoes (Dexterity).
Mimic accents: useful mainly for Charisma (Deception).
Master of Tactics: no stat dependency
Insightful Manipulator: no stat dependency (but does give info relative to your own stats; maybe more useful if your stats are low-ish so you get greater discrimination)
Misdirection: no stat dependency
Soul of Deceit: Charisma (Deception)
I'm not certain but I thought Disguise kit was intelligence.
I'm not sure why you quoted me to listed out bonus skills individually. Two features of the mastermind use ability scores, three don't. I would have liked for all five to have had some benefit from ability score, to balance out all the benefits to Dex that come from the base class.
Perhaps it's because I misunderstood you. I was surprised at the discussion implying that Dexterity, not Intelligence or Charisma, was the driver behind Mastermind abilities. Frankly I don't see Masterminds as benefitting much from Dexterity at all, except in combat, which doesn't seem like their primary focus anyway. I imagine a Mastermind as having Expertise in Insight, Deception, Disguise (kit), and maybe Forgery. You could play a perfectly good Mastermind with Dex 12 and Int 16/Cha 16. He'd have a crummy AC and poor-ish DPR but would be otherwise fine.
Wait. But all of the Mastermind features that use stats are based off of Charisma and Intelligence, according to the PHB.
Disguise kit: Charisma.
Forgery: Intelligence.
Gaming: presumably Intelligence (Chess) or Charisma (Poker) although I guess you could pick Horseshoes (Dexterity).
Mimic accents: useful mainly for Charisma (Deception).
Master of Tactics: no stat dependency
Insightful Manipulator: no stat dependency (but does give info relative to your own stats; maybe more useful if your stats are low-ish so you get greater discrimination)
Misdirection: no stat dependency
Soul of Deceit: Charisma (Deception)
I look at it like this. Mastermind, as a subclass, gains some non-combat abilities with some minor synergy with Intelligence and Charisma, and some combat abilities with no stat dependency. Rogue, as a core class, has combat features with a strong synergy with Dexterity. Therefore, the combination of Rogue-Mastermind is still strongly combat focused towards Dexterity, and gains some minor synergy with Intelligence and Charisma.Yeah I agree with you, that's why I said "for the most part" the abilities were stat independent in my previous posts... but I assumed that for some reason having a few wasn't good enough for those who wanted an alternate ability build and was trying to determine why... though honestly I'm not sure any class is totally dependent on a single attribute...
IMO, this is rather hard to reconcile with 5e's core assumptions and system paradigm. Not even a gish like EK get to use Intelligence for their fighting skill.What I think some players are looking for are subclass features that give enough combat leverage to Intelligence (or Charisma I guess, although I see Mastermind as Int focused) to make it a rational choice to have Intelligence as the highest stat over Dexterity.
What I think some players are looking for are subclass features that give enough combat leverage to Intelligence (or Charisma I guess, although I see Mastermind as Int focused) to make it a rational choice to have Intelligence as the highest stat over Dexterity.
I've not seen anyone in the thread advocating arbitrary substitution of mental abilities for physical ones as an attack stat; I think that is a red herring.
I say "bug", you say "feature".IMO, this is rather hard to reconcile with 5e's core assumptions and system paradigm. Not even a gish like EK get to use Intelligence for their fighting skill.
I don't think MAD is a problem. I just wish Mastermind was actually MAD. Right now, it's still Dex-SAD like every other Rogue.Plus, with the substantive reduction in "mandatory stat supremacy" before one can be considered competent/playable, I don't think a little MAD is all that bad. Definitely nowhere near the problem found in the last few editions.
Even when people say things aren't about combat........they're always really about combat. You gotta read between the lines.I asked if the leveraging of mental stats as combat stats was what fans were looking for and got told...
I say "bug", you say "feature".If EKs (or ATs, or some other new subclass) could use Intelligence as their attack stat, what would be the harm? They still need Dex for AC, Initiative, Dex skills, etc.
I don't think MAD is a problem. I just wish Mastermind was actually MAD. Right now, it's still Dex-SAD like every other Rogue.