Bill Zebub
“It’s probably Matt Mercer’s fault.”
I am guessing rogue players would have been very happy to move the next set of expertise to a higher level instead.
This. I would much rather get Evasion earlier and 2 more expertise later.
I am guessing rogue players would have been very happy to move the next set of expertise to a higher level instead.
Ah, in the first package. Right. Thanks.It's not in the rogue but in the general package where critical hit damage is now only weapon damage. No spell damage, no sneak attack damage, no smite damage, no adders.
No one's mentioned that yet?Another nerf as things stand right now: Rogues cannot get sneak attack with the Booming Blade or Green Flame Blade cantrip as both don't grant the Attack action, just an attack.
This would by the way disable my entire current rogue, which I've played since level 1 to level 8 now.
3rd post in this thread, I bring it up, because I only recently realized how good the blade spells are for Rogue... while it's good that there isn't this pressure for every Rogue to pick up the melee cantrips because it's free damage, it's bad because Rogue just keeps losing things and not getting anything in return.No one's mentioned that yet?
I wouldn't say rogue got nothing. Off the top of my head:3rd post in this thread, I bring it up, because I only recently realized how good the blade spells are for Rogue... while it's good that there isn't this pressure for every Rogue to pick up the melee cantrips because it's free damage, it's bad because Rogue just keeps losing things and not getting anything.
Crawford also explained in the videos that the rules glossary of later UA supersedes the rules glossaries of earlier UA. The latest UA says to use the 2014 Crit rules, not the ones from the previous UA. You're wrong and you missed a substantial change in this UA. Rogues can still double Critical Sneak Attack damage. This is from the most recent UA's rules glossary (you can double check for yourself, just "CTRL + F" it):Nope. Crawford already explained this in the videos. Crits will no longer include sneak attack damage, spell damage, smite damage, or any dice other then actual weapon dice. This is definitely a change coming with this edition. I don't even think they're going to playtest it - they've said this is a thing they are doing. But maybe I am wrong and they will playtest it and open it up to a survey.
I hope this clears things up.Attack Roll
The Attack Roll is one of three types of d20 Tests. This Unearthed Arcana article uses the rules for attack rolls and critical hits found in the 2014 Player’s Handbook.
It's actually more substantial than that. It means that so long as they have an ally within 5 feet of their target, they always get to sneak attack, because the advantage cancels out any potential disadvantages they might get. This helps a lot for ranged rogues that might have disadvantage from long range, from being within 5 feet of the enemy, being prone, restrained, or inflicted with some other debilitating condition.It's pack tactics. The effect is the same, is all I was saying. It's a way to get advantage most of the time.
We'll have to wait until after the survey to find out! I personally think level 7 is a bit early to get "completely ignore Fireball most of the time", especially when you get an extra Subclass ability to make up for delaying the feature 2 levels, but I'd be fine with either.I am guessing rogue players would have been very happy to move the next set of expertise to a higher level instead.
Yep! So it's a smaller nerf than you thought! (Doesn't work on Initiative unless you're a bunnyman, doesn't work on Counterspell/Dispel Magic unless you're a level 10 Aburation Wizard multiclassed 11 levels into Rogue somehow, et cetera.) And, since tool checks are now based off of specific skills, that means that more tools are available with Reliable Talent. That's an overall buff, IMO.That's right, sorry forgot about the proficiency bonus part. I have never gotten to 11th level with a rogue![]()
So they gain the whip, which they can sneak attack with at reach, and lose the longsword, which is mostly useless to them because they can't sneak attack with it. I don't consider that a nerf.It's pretty minor. It's noteworthy just because of the high number of magical longswords found in published adventures. But I agree not very noteworthy, and whip makes a lot more sense of a rogue.
Yep! I thought it was neat! Rogues basically get an extra Expertise because of this (they don't have to choose Thieves' Tools and Sleight of Hand to have proficiency with both, they get both just from choosing Thieves' Tools).Good one, thanks! I like that change.
It's actually still possible to sneak attack on Green Flame Blade/Booming Blade, but you have to multiclass 6 levels into Bladesinger to do so (so then you can cast a cantrip as part of the Attack Action).Another nerf as things stand right now: Rogues cannot get sneak attack with the Booming Blade or Green Flame Blade cantrip as both don't grant the Attack action, just an attack.
This would by the way disable my entire current rogue, which I've played since level 1 to level 8 now.
Demonstrably untrue.Rogue just keeps losing things and not getting anything in return.