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Level Up: Advanced 5th Edition (A5E)
Rogue Playtest - Nitty Gritty Feedback
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<blockquote data-quote="Faolyn" data-source="post: 8101825" data-attributes="member: 6915329"><p>If I didn't talk about it, it's because I agree with your assessment. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I have to wonder if this will step on the monk's toes, since they can also parry weapons like this. Honestly, I don't think this feels very roguish. Rogues dodge thrown things; they don't knock 'em aside.</p><p></p><p></p><p></p><p>As I mentioned in the other thread, one of the major issues is that vanilla rogues could get expertise in any skill they knew, while LU limits them to "thiefy" skills. So the die is very useful, but also limits them--no more rogues as experts. A simple fix would be to allow them to use the Expertise Training knack on any of their skills.</p><p></p><p></p><p></p><p>The recent UA had the "multiclassing feats" which might be a better way to do multiclassing in LU.</p><p></p><p></p><p></p><p>Anyone else reminded of that scene in The Gamers where the thief tries to backstab with a ballista?</p><p></p><p>I think the primary reason why rogues prefer finesse weapons is <em>because </em>they can backstab with them--not because they're going for a rogues flair. Most D&D games don't have rogues sneaking around places where they can't bring bigger weapons--like they'd have to do if they were breaking into a house very quietly--so without this limitation, there's no reason for one to only use finesse weapons.</p><p></p><p></p><p></p><p>Presumably you can use your action to conceal a boobytrap, though, instead of the probably minute or more it would normally take. The times should be spelled out better. Personally, I'd prefer not to bring in a "take 10/20" rule.</p><p></p><p></p><p></p><p>I can actually see a very good use for this: you can't get away with searching the throne room while the Queen is talking to the party, but you <em>could </em>use this instead (insert any location where talking or being civilized is preferable to acting like a typical adventuring party). My only actual objection is to the phrase "you don't know where it is" because you <em>would </em>know where it is: there's something weird about that wall panel, for instance. It should be phrased as "you don't know its exact location."</p><p></p><p></p><p></p><p>I'm not sure it really slows down the game. There are already extra dice in the game: <em>bless, resistance, guidance. </em>Bardic inspiration, Dragonmarked abilities, etc., and in my experience, at least, the only slowing down is if you don't immediately remember you get them. If this is going to be a common new mechanic, character sheets could be written with enough of a space after each skill so you could note what size die you get.</p><p></p><p></p><p></p><p>I disagree here. Presumably, your rogue's cipher should be tougher than a simple letter substitution. Anyone can do that, but a rogue with this ability can make <em>really hard</em> ciphers, <em>and </em>make them look like perfectly normal writing.</p><p></p><p></p><p></p><p>It strikes me that the LU team might be going for a much more urban style of rogue here. Not one where you have to threaten dungeon monsters into giving you the treasure or the keys to the prison, but one where you have to do a shake down of a shopkeeper or mob boss and you don't want the people around them to catch on. Sense for Secrets, Quick Frisk, Spot Tell... they all strike me as very good for city rogues and not as useful for adventuring rogues.</p><p></p><p></p><p></p><p>In D&D-land, you picture two classes making nonmagical traps: rangers (wilderness traps) and rogues (city/dungeon traps). Beyond that, I could see trapmaking being a Background thing, perhaps, or a feat, but I'm not so sure that trapmaking, at least beyond rudimentary levels, needs to be available for everyone.</p><p></p><p>Also, unless a rogue is going to trap things in the immediate area, they would still have to travel to each place they want to trap, which would take time and, presumably, extra stealth checks. I agree with the rest of your assessment here.</p><p></p><p></p><p></p><p>I dunno--it involves touching a person. Making a check is rather important in that case. I'm not a big fan of the idea that succeeding gives you advantage on SoH checks for the rest of the day (what if the target changes clothes?) or you can't use attempt it again that day, <em>but </em>if those are to be kept, then a skill check to get them is important.</p><p></p><p></p><p></p><p>Sneak Attack <em>attempt</em>, you mean; you can only make one Sneak Attack per turn.</p></blockquote><p>[/QUOTE]</p>
[QUOTE="Faolyn, post: 8101825, member: 6915329"] If I didn't talk about it, it's because I agree with your assessment. :) I have to wonder if this will step on the monk's toes, since they can also parry weapons like this. Honestly, I don't think this feels very roguish. Rogues dodge thrown things; they don't knock 'em aside. As I mentioned in the other thread, one of the major issues is that vanilla rogues could get expertise in any skill they knew, while LU limits them to "thiefy" skills. So the die is very useful, but also limits them--no more rogues as experts. A simple fix would be to allow them to use the Expertise Training knack on any of their skills. The recent UA had the "multiclassing feats" which might be a better way to do multiclassing in LU. Anyone else reminded of that scene in The Gamers where the thief tries to backstab with a ballista? I think the primary reason why rogues prefer finesse weapons is [I]because [/I]they can backstab with them--not because they're going for a rogues flair. Most D&D games don't have rogues sneaking around places where they can't bring bigger weapons--like they'd have to do if they were breaking into a house very quietly--so without this limitation, there's no reason for one to only use finesse weapons. Presumably you can use your action to conceal a boobytrap, though, instead of the probably minute or more it would normally take. The times should be spelled out better. Personally, I'd prefer not to bring in a "take 10/20" rule. I can actually see a very good use for this: you can't get away with searching the throne room while the Queen is talking to the party, but you [I]could [/I]use this instead (insert any location where talking or being civilized is preferable to acting like a typical adventuring party). My only actual objection is to the phrase "you don't know where it is" because you [I]would [/I]know where it is: there's something weird about that wall panel, for instance. It should be phrased as "you don't know its exact location." I'm not sure it really slows down the game. There are already extra dice in the game: [I]bless, resistance, guidance. [/I]Bardic inspiration, Dragonmarked abilities, etc., and in my experience, at least, the only slowing down is if you don't immediately remember you get them. If this is going to be a common new mechanic, character sheets could be written with enough of a space after each skill so you could note what size die you get. I disagree here. Presumably, your rogue's cipher should be tougher than a simple letter substitution. Anyone can do that, but a rogue with this ability can make [I]really hard[/I] ciphers, [I]and [/I]make them look like perfectly normal writing. It strikes me that the LU team might be going for a much more urban style of rogue here. Not one where you have to threaten dungeon monsters into giving you the treasure or the keys to the prison, but one where you have to do a shake down of a shopkeeper or mob boss and you don't want the people around them to catch on. Sense for Secrets, Quick Frisk, Spot Tell... they all strike me as very good for city rogues and not as useful for adventuring rogues. In D&D-land, you picture two classes making nonmagical traps: rangers (wilderness traps) and rogues (city/dungeon traps). Beyond that, I could see trapmaking being a Background thing, perhaps, or a feat, but I'm not so sure that trapmaking, at least beyond rudimentary levels, needs to be available for everyone. Also, unless a rogue is going to trap things in the immediate area, they would still have to travel to each place they want to trap, which would take time and, presumably, extra stealth checks. I agree with the rest of your assessment here. I dunno--it involves touching a person. Making a check is rather important in that case. I'm not a big fan of the idea that succeeding gives you advantage on SoH checks for the rest of the day (what if the target changes clothes?) or you can't use attempt it again that day, [I]but [/I]if those are to be kept, then a skill check to get them is important. Sneak Attack [I]attempt[/I], you mean; you can only make one Sneak Attack per turn.[/QUOTE] [/QUOTE]
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