D&D 5E Rogues and Skills

Johnny Champion

First Post
Though most of the latest topics are related to big picture 5th Edition release...I have specific questions as my group is still playing the last packet.

My comment/question relates to Skills modifiers, especially related to Rogues.

When I add all the bonuses for a 3rd level rogue (Ability Mod, Rogue +5, Proficiency +2), I get a very large bonus for four thieving skills.

This amounted to a whopping +11 (+4, +5, +2)!

A few questions/observations:

1. Is my math correct? This seems high!
2. Rogues are very potent with at least 4 skills at low levels
3. Rogues don't improve very much in these 'thievery skills' because they start so high and only proficiency gains of +1 as level gains.
4. To take advantage of these skills, I thought the rules vague. Namely, what is the mechanic for applying a skill like Stealth in combat? (i.e how many times Stealth vs Perception Checks are needed to Sneak Attack or obtain surprise?)

Thanks!
 

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I think that is corect.

Note, proficiency and expertise has changed for the final game. The prof bonus now starts at +2 and eventually goes to +6. Expertise now just doubles your prof bonus.
 

Unless they changed that again. ;)

To stealth in combat:

- You must have a condition that allows making a Stealth check, like being in the dark, or hiding behind allies, if you are a halfling.
- Then you take an action. If you are a rogue you can use your extra action for that.
- Then you roll the dice and compare it to onlookers' perception.
- I would not usually roll perception for everyone but have them take ten. I'm not sure that is the rule according to the last playtest.

If you are stealthed from someone they cannot targeted with attacks and effects. You might be hit with area effects, and that is indeed fuzzy, as the GM is usually aware where a stealthed PC is but not the other way around. So that might require some restraint.
 

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