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Rogues and Sneak Attack
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<blockquote data-quote="hbarsquared" data-source="post: 6039612" data-attributes="member: 4550"><p>I do need to preface this with the statement although I've glanced through the recent playtest document, it has not been a thorough analysis.</p><p></p><p>1) I believe in the "three pillars" philosophy, as [MENTION=79401]Grydan[/MENTION] explains. Every class should be balanced <em>within each pillar</em> rather than across pillars, that way all players con contribute despite the encounter type, and any given campaign could even <em>remove</em> an entire pillar and all players can still contribute!</p><p></p><p>2) I believe in the "balance across the day" philosophy. DPR output or round-by-round options don't bother me. A character should have something to do each round, each combat, but not necessarily their chance to "shine."</p><p></p><p>3) The fighter hits hard, hits often, hits consistently, doesn't get hit, and absorbs hits. High damage, high attack bonus, high defenses, high hit points. Fighter expertise dice should modify these things. Add damage, reduce damage, more attacks, multiple enemies, etc...</p><p></p><p>4) The rogue scratches, sometimes, and with preparation can hit incredibly hard or debilitate or hamper. Rogue expertise dice should give the rogue these options. With advantage/preparation/setup: add damage, a crazy-cool maneuver, inflict conditions, inflict penalties, etc...</p><p></p><p>This fighter and this rogue, conceptually, seem balanced to me and would be fun to play. Expertise dice options should barely overlap, if at all. And neither of these brief descriptions incorporate skills, a separate pillar. I think the use of expertise die for the rogue can allude to skills (expend a die to add to any ability check, expend die for "Mastery," expend a die for a cool maneuver, expend dice for searching for traps/secret doors, expend dice to disarm, etc...), but you don't need to incorporate "Skills" into the rogue class.</p><p></p><p>My thoughts.</p></blockquote><p></p>
[QUOTE="hbarsquared, post: 6039612, member: 4550"] I do need to preface this with the statement although I've glanced through the recent playtest document, it has not been a thorough analysis. 1) I believe in the "three pillars" philosophy, as [MENTION=79401]Grydan[/MENTION] explains. Every class should be balanced [i]within each pillar[/i] rather than across pillars, that way all players con contribute despite the encounter type, and any given campaign could even [i]remove[/i] an entire pillar and all players can still contribute! 2) I believe in the "balance across the day" philosophy. DPR output or round-by-round options don't bother me. A character should have something to do each round, each combat, but not necessarily their chance to "shine." 3) The fighter hits hard, hits often, hits consistently, doesn't get hit, and absorbs hits. High damage, high attack bonus, high defenses, high hit points. Fighter expertise dice should modify these things. Add damage, reduce damage, more attacks, multiple enemies, etc... 4) The rogue scratches, sometimes, and with preparation can hit incredibly hard or debilitate or hamper. Rogue expertise dice should give the rogue these options. With advantage/preparation/setup: add damage, a crazy-cool maneuver, inflict conditions, inflict penalties, etc... This fighter and this rogue, conceptually, seem balanced to me and would be fun to play. Expertise dice options should barely overlap, if at all. And neither of these brief descriptions incorporate skills, a separate pillar. I think the use of expertise die for the rogue can allude to skills (expend a die to add to any ability check, expend die for "Mastery," expend a die for a cool maneuver, expend dice for searching for traps/secret doors, expend dice to disarm, etc...), but you don't need to incorporate "Skills" into the rogue class. My thoughts. [/QUOTE]
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