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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="James Gasik" data-source="post: 9218185" data-attributes="member: 6877472"><p>So I asked my play group about Rogues, and it seems the perception is that they deal great damage (<strong>so many d6's</strong>, and if you crit, wow!) and they can make <strong>all </strong>the skill checks- their only real problem is being a bit squishy.</p><p></p><p>It's like how they think I should be casting Fireball exclusively, because with all those dice, naturally it's going to end combats, how could it not?</p><p></p><p>Heh. So a few things are combining here. One, Rogue damage is swingy and for people who like rolling dice, it seems incredible. Given that Rogues have a fairly easy time of triggering the damage, while it's not as good as it seems, it's fairly consistent with it's application, and ranged Rogues work very well, even managing to stay out of danger (what, you walked next to me? Bonus action Disengage, baby!) fairly well.</p><p></p><p>The effect of Expertise and Reliable Talent, plus more proficiencies, can't be understated. If the other characters in your party have 3-4 proficiencies each, including the potential for useless tool proficiency chosen for rp reasons, and you have 5 plus Thieves' Tools, that actually does something, and you can hit some really amazing DC's with ease, naturally there's going to be a perception that your class is busted somehow.</p><p></p><p>I remember when I ran Sunless Citadel out of Tales of the Yawning Portal. There are some doors with DC 20's to unlock (you're intended to get a key from the kobolds). The party Barbarian is an urchin, and he rolls a 14 on the die and fails ("what do you mean an 19 doesn't work?!).</p><p></p><p>The Rogue walks up, doesn't even ask for help, rolls a 13 and is like "It's done!", and the party cheered. Of course, what they couldn't know is that they really weren't intended to get through that door right away, but that's another story...</p><p></p><p>So I have met people who think Rogues are at least a little OP. It's a crazy thing, but they aren't crunching numbers- they see the Rogue always gets to roll multiple dice on damage, that they have great mobility, can get out of trouble if they need to, sneak around, make great skill checks, and they say "man, that class can do <em>everything</em>!"</p><p></p><p>It's kind of like the 2014 Monk in that respect. From an outside perspective, you have this kung fu class that can dodge arrows, sprint around like the flash, attack multiple times a turn, and completely invert a boss fight with stunning fist- holy naughty word that's busted, amirite?</p><p></p><p>But actually playing a Monk can tell a very different tale, when you end up ki starved without a short rest and get stuck in melee with your 16 AC and d8 Hit Dice.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9218185, member: 6877472"] So I asked my play group about Rogues, and it seems the perception is that they deal great damage ([B]so many d6's[/B], and if you crit, wow!) and they can make [B]all [/B]the skill checks- their only real problem is being a bit squishy. It's like how they think I should be casting Fireball exclusively, because with all those dice, naturally it's going to end combats, how could it not? Heh. So a few things are combining here. One, Rogue damage is swingy and for people who like rolling dice, it seems incredible. Given that Rogues have a fairly easy time of triggering the damage, while it's not as good as it seems, it's fairly consistent with it's application, and ranged Rogues work very well, even managing to stay out of danger (what, you walked next to me? Bonus action Disengage, baby!) fairly well. The effect of Expertise and Reliable Talent, plus more proficiencies, can't be understated. If the other characters in your party have 3-4 proficiencies each, including the potential for useless tool proficiency chosen for rp reasons, and you have 5 plus Thieves' Tools, that actually does something, and you can hit some really amazing DC's with ease, naturally there's going to be a perception that your class is busted somehow. I remember when I ran Sunless Citadel out of Tales of the Yawning Portal. There are some doors with DC 20's to unlock (you're intended to get a key from the kobolds). The party Barbarian is an urchin, and he rolls a 14 on the die and fails ("what do you mean an 19 doesn't work?!). The Rogue walks up, doesn't even ask for help, rolls a 13 and is like "It's done!", and the party cheered. Of course, what they couldn't know is that they really weren't intended to get through that door right away, but that's another story... So I have met people who think Rogues are at least a little OP. It's a crazy thing, but they aren't crunching numbers- they see the Rogue always gets to roll multiple dice on damage, that they have great mobility, can get out of trouble if they need to, sneak around, make great skill checks, and they say "man, that class can do [I]everything[/I]!" It's kind of like the 2014 Monk in that respect. From an outside perspective, you have this kung fu class that can dodge arrows, sprint around like the flash, attack multiple times a turn, and completely invert a boss fight with stunning fist- holy naughty word that's busted, amirite? But actually playing a Monk can tell a very different tale, when you end up ki starved without a short rest and get stuck in melee with your 16 AC and d8 Hit Dice. [/QUOTE]
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