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*Dungeons & Dragons
Rogues are Awesome. Is it the Tasha's Effect?
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<blockquote data-quote="Flamestrike" data-source="post: 8182530" data-attributes="member: 6788736"><p>Requires a house rule, or a very lucky initiative roll from your familiar.</p><p></p><p>Yep. Rogues are an outlier in 5E in that they (an their subclasses) are resource neutral (with the exception of the Arcane Trickster and its spell slots).</p><p></p><p>Their abilities are all at will (expertise, cunning action, sneak attack, uncanny dodge, reliable talent, slippery mind etc etc). This (by design) extends to all their subclasses as well (Thief, Assassin, Swashbuckler, Scout, Inquisitive, Mastermind are all resource neutral) with only a few subclass abilities requiring resource expenditure in the Soul Knife and the Trickster.</p><p></p><p>I've always held the view that Rogues should be the DPR and utility benchmarks of 5E.</p><p></p><p>If a class can out perform them briefly via a resource use (smite or actin surge nova on a Paladin or Fighter, or Spells from a caster) that's OK.</p><p></p><p>Rogues can just keep on trucking, regardless of the length of the adventuring day or any other factor (barring HP and HD of course).</p><p></p><p></p><p></p><p>Thats why I like Steady Aim. Rogues are getting advantage a lot anyway thanks to the Hide action, and there is a massive trade off for a melee rogue in that it takes away from his biggest draw (cunning action disengage).</p><p></p><p>You're trading that mobility for an easier way of obtaining advantage.</p><p></p><p>Its also much easier for a new player to just spam. I see a lot of newb rogue players being a bit overwhelmed with thier tactical options round to round with cunning action, and needing pre-conditions for hiding and sneak attack.</p><p></p><p>That just clears it up and makes it a lot easier and smoother for everyone and speeds up play immensely.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8182530, member: 6788736"] Requires a house rule, or a very lucky initiative roll from your familiar. Yep. Rogues are an outlier in 5E in that they (an their subclasses) are resource neutral (with the exception of the Arcane Trickster and its spell slots). Their abilities are all at will (expertise, cunning action, sneak attack, uncanny dodge, reliable talent, slippery mind etc etc). This (by design) extends to all their subclasses as well (Thief, Assassin, Swashbuckler, Scout, Inquisitive, Mastermind are all resource neutral) with only a few subclass abilities requiring resource expenditure in the Soul Knife and the Trickster. I've always held the view that Rogues should be the DPR and utility benchmarks of 5E. If a class can out perform them briefly via a resource use (smite or actin surge nova on a Paladin or Fighter, or Spells from a caster) that's OK. Rogues can just keep on trucking, regardless of the length of the adventuring day or any other factor (barring HP and HD of course). Thats why I like Steady Aim. Rogues are getting advantage a lot anyway thanks to the Hide action, and there is a massive trade off for a melee rogue in that it takes away from his biggest draw (cunning action disengage). You're trading that mobility for an easier way of obtaining advantage. Its also much easier for a new player to just spam. I see a lot of newb rogue players being a bit overwhelmed with thier tactical options round to round with cunning action, and needing pre-conditions for hiding and sneak attack. That just clears it up and makes it a lot easier and smoother for everyone and speeds up play immensely. [/QUOTE]
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