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Rogue's Cunning Action to Hide: In Combat??
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<blockquote data-quote="Lyxen" data-source="post: 8377611" data-attributes="member: 7032025"><p>First, let's be clear, I'm not using different mechanics that the ones in the books. All the mechanics that I am using are 100% RAW.</p><p></p><p>Second, I'm not penalising the rogues for the sake of it (I love rogues), what I want (in general, and in this particular case) is for players to project themselves in the game world to visualise and really live the adventures there, and allowing actions which look silly just because the framework of rules authorises them from a simple reading just breaks our suspension of disbelief.</p><p></p><p>And for that I want exactly what the "Ignoring the Dice" section says, I want the players to be creative about their actions, and be rewarded with the results of these rather than just roll dices hoping for a high number. I want their choices to matter, because it's also what allows them to steer the story.</p><p></p><p></p><p></p><p>On this one, I will admit to some bias, because at least the front line fighters take some risk by going toe to toe with their foes. I have honestly little sympathy for the ranged damage dealer who takes no risk at all but still want to compete in terms of numbers and brag about their DPR.</p><p></p><p>And I find it significant by the way that this discussion focuses about the ranged rogue, and claiming that he should have advantage every round, when totally forgetting the melee rogue which has nothing like that in his arsenal (once more proving that the rogue is NOT intended to gain advantage every round by design).</p><p></p><p>So if you want to be efficient, you will have to take some risks or be clever about it, that is the stuff of stories much more than hiding at the same spot for the entire fight and just wanting to rack in the damage points, which I personally find a very boring way to play. But to each his own.</p><p></p><p>By the way, one of the reasons I love rogue is the exploration phase of the game, in which they excel, and which gives them a lot of spotlight when done right, with thrilling risks/rewards. And something that the frontline fighter will never have either.</p><p></p><p>As our evenings are probably at least 50% pure roleplay with the rest being at most equal part exploration (in the wider sense) and combat, it also balances things out much more than DPR in terms of interest for the players.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8377611, member: 7032025"] First, let's be clear, I'm not using different mechanics that the ones in the books. All the mechanics that I am using are 100% RAW. Second, I'm not penalising the rogues for the sake of it (I love rogues), what I want (in general, and in this particular case) is for players to project themselves in the game world to visualise and really live the adventures there, and allowing actions which look silly just because the framework of rules authorises them from a simple reading just breaks our suspension of disbelief. And for that I want exactly what the "Ignoring the Dice" section says, I want the players to be creative about their actions, and be rewarded with the results of these rather than just roll dices hoping for a high number. I want their choices to matter, because it's also what allows them to steer the story. On this one, I will admit to some bias, because at least the front line fighters take some risk by going toe to toe with their foes. I have honestly little sympathy for the ranged damage dealer who takes no risk at all but still want to compete in terms of numbers and brag about their DPR. And I find it significant by the way that this discussion focuses about the ranged rogue, and claiming that he should have advantage every round, when totally forgetting the melee rogue which has nothing like that in his arsenal (once more proving that the rogue is NOT intended to gain advantage every round by design). So if you want to be efficient, you will have to take some risks or be clever about it, that is the stuff of stories much more than hiding at the same spot for the entire fight and just wanting to rack in the damage points, which I personally find a very boring way to play. But to each his own. By the way, one of the reasons I love rogue is the exploration phase of the game, in which they excel, and which gives them a lot of spotlight when done right, with thrilling risks/rewards. And something that the frontline fighter will never have either. As our evenings are probably at least 50% pure roleplay with the rest being at most equal part exploration (in the wider sense) and combat, it also balances things out much more than DPR in terms of interest for the players. [/QUOTE]
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