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Rogue's Been in an Awkward Place, And This Survey Might Be Our Last Chance to Let WotC Know.
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<blockquote data-quote="Willie the Duck" data-source="post: 9217414" data-attributes="member: 6799660"><p>Just in general, the rogue seems a lot more system-mastery-ish than I think it maybe might best be. Not just because it's one of the core-four, but because the role (sneaky guy who survives amongst tin-can knights and spellcasting wizards through guile and derring-do) is an iconic one plenty of new players gravitate towards. It's not just sneak attack, but also action economy and (particularly for melee rogues) ending your turn in a defended position. It's hard to build a bad rogue, but easy to misplay one. </p><p></p><p>If I were to hazard a guess, it was a reaction to earlier editions having the feat of +1D6 SA and the weapon of +1d6 SA and the miscellaneous item of +1d6 SA and so on. At some point, merely being a rogue was to be mediocre at something considered definitional to the rogue, and they didn't want to repeat that with 5E. </p><p></p><p>With cooperative allies (and then limiting yourself to their opponents) this is definitely true. Same with really cooperative DMs and hiding every round. If you had neither of those, I don't feel this was strictly the case until Steady Aim was implemented (although I can see how others may differ on this). </p><p></p><p>I would have rather they upped the affect and tried to eliminate second-helping methods (again, because I don't think the rogue needs to be a high-system-mastery class), but batting that I do like more SA, ways to invoke it, and more things to do with it.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9217414, member: 6799660"] Just in general, the rogue seems a lot more system-mastery-ish than I think it maybe might best be. Not just because it's one of the core-four, but because the role (sneaky guy who survives amongst tin-can knights and spellcasting wizards through guile and derring-do) is an iconic one plenty of new players gravitate towards. It's not just sneak attack, but also action economy and (particularly for melee rogues) ending your turn in a defended position. It's hard to build a bad rogue, but easy to misplay one. If I were to hazard a guess, it was a reaction to earlier editions having the feat of +1D6 SA and the weapon of +1d6 SA and the miscellaneous item of +1d6 SA and so on. At some point, merely being a rogue was to be mediocre at something considered definitional to the rogue, and they didn't want to repeat that with 5E. With cooperative allies (and then limiting yourself to their opponents) this is definitely true. Same with really cooperative DMs and hiding every round. If you had neither of those, I don't feel this was strictly the case until Steady Aim was implemented (although I can see how others may differ on this). I would have rather they upped the affect and tried to eliminate second-helping methods (again, because I don't think the rogue needs to be a high-system-mastery class), but batting that I do like more SA, ways to invoke it, and more things to do with it. [/QUOTE]
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Community
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Rogue's Been in an Awkward Place, And This Survey Might Be Our Last Chance to Let WotC Know.
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